Blueprints functions with multiple execution pins output and latent posibility

hi,

Is planing in near future a Blueprints functions with multiple execution pins outputs?

We have a feature called ‘ExpandEnumAsExecs’ which works for inputs - turning one enum input parameter into multiple execution pins. You can see it used on MoveComponentTo for example. We have discussed extending this to work for output enum parameters as well - it is in our task system, we just haven’t got to it yet.

Thanks, that is perfect, I already use a enumerator ouput to know what happen inside the function. Soo this feature can save a lot of lives and delfins.

Sooo… any news on the subject? You thought I had forgotten. :joy:
We worshipers of blueprints and vanilla unreal need
:arrow_forward: Latent Blueprint Nodes with Multiple Execution Pins :arrow_backward:
and avoid event dispatcher cascades.

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