I want to change a blueprint function node’s parameter/input pin name, while avoiding this situation:
This is on a static factory/create function for a Gameplay Ability Task. UPARAM display name isn’t doing anything:
static void SomeFunction(UPARAM(DisplayName="New Name") bool bOldName);
Can I use the CoreRedirects system (or something else…?) to change the name of the pin without breaking existing blueprints?