This is hopefully a simple question. How can I change the display value for the Return Value of a function in order to read as something other than ‘return value’ in the BP? I realize I can change the name of out params, but I haven’t been able to find how to change/set the name of the return value of a function.
I assume this is done in the UFUNCTION meta tag.
I would like to know this as well.
Did you get an answer for this in the end?
Answer with examples can be found here:
[How To define a function with multiple return values as blueprint in C++ - C++ - Epic Developer Community Forums]
Make sure you understand: [A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums]
Add the following directly before the parameter you would like to change:
UPARAM(DisplayName = "CustomNameA")
UFUNCTION(BlueprintCallable, Category = "MyBlueprintFunctionLibrary")
static void switchValue(const float a,const float b, UPARAM(DisplayName = "CustomNameA") float &a_out, UPARAM(DisplayName = "CustomNameB") float &b_out);
Make sure to return “void” otherwise you will get the default “Return Value” pin, which as fas as I know you cannot change the display name from, then set the return parameter to the value you would like to return from the function.
void UMyBlueprintFunctionLibrary::switchValue(const float a, const float b, float &a_out, float &b_out)
a_out = b;
b_out = a;
The above will output the following:
Hello. Can you tell me how do I achieve basically the same thing but with Actor references instead of floats?
NVM. I just found my answer. You declare the parameter like this
void Foo(AActor*& ReturnedActor);
dont need to set void, the UPARAM before the function name will work:
UFUNCTION(BlueprintCallable, Category = “test”)
UPARAM(DisplayName = “newReturnName”) int func();