I have a macro with two inputs, an execute and an array of objects. When I connect the array of objects to a for loop, the array elements show up as wildcards. This happens for every single macro I attempt to create on every blueprint, regardless of object type. Am I doing something wrong? How do I iterate through this array?
Still shows up as a wildcard element in the for loop. At least now I know it’s not intended functionality of unreal, but I’m baffled as to why or how this is happening.
Fixed it hopefully. Just create a cast to your object you want. Call any function on it and then drag the wildcard pin to the input of the new node. When you remove it it stays the correct type like in the picture here.
Right click the for loop and select refresh nodes





