Access vector axis in Math Expression node

I know it’s possible to use vector inputs and outputs in Math Expression nodes. But is there a way to access a certain axis of an input vector?

I tried a.x as well as a[x] – unfortunately, none of them worked (instead they throw the parse error Unhandled trailing ‘.x’ / ‘[x]’ at the end of expression).

Is there a syntax for this, or is is simply not supported?

I would guess a[0] might give you the x component, but that doesn’t work either. (The [] postfix operator is supposed to be supported, but I don’t see what it would do since arrays are not supported and it doesn’t work with vectors.)

a.X would match the C++ (the variable is upper case), but that doesn’t work.

It seems like none of the common vector functions (dot product) are available either. I think you need to write your own: Any BlueprintPure function defined in a UBlueprintFunctionLibrary will be callable using this node. You’d have to make it a loose function taking the vector as an input: float GetX(const Vector& v)

This would be an incredibly useful feature, especially for shaders.

Hope this gets implemented!