Combining UK2Node_CallFunction and UK2Node_ExecutionSequence nodes

Hi All,

I want to create a blueprint node that runs a function but has a variable number of pins.

I have tried to combine the classes UK2Node_CallFunction and UK2Node_ExecutionSequence classes. To do this I subclassed UK2Node and ported over the bits of UK2Node_ExecutionSequence I needed. I also included some local bits I needed and that all worked fine. I then spawned a UK2Node_CallFunction node in the ExpandNodes function (as per Ramis example code) and linked up all the pins using MovePinLinksToIntermediate. This did indeed call the function when the blueprint was played but only one of the output pins were executed.

I also tried subclassing the UK2Node_CallFunction class but couldn’t set a function on it. I tried calling the SetFromFunction function with a BlueprintFunctionLibrary function but with no luck. I was able to get a variable number of pins.

I feel the first option is the more correct one but cannot see how to setup the pins. I tried adding all the variable pins to the spawned UK2Node_CallFunction node and linked them up with the pins in the main class but to no effect.

Any help with either option would be gratefully received !

Cheers,
Sean