I’m trying to develop (in C++) a special type of blueprint node. When my blueprint node function reaches a certain point, I need it to stop everything and run whatever is attached to the exec pin. When it’s done running the blueprint node(s) attached to the exec pin, it returns to where it left off in my custom node’s code. Essentially, I want it to treat whatever is attached to the exec pin as a function.
Is this possible?
If what I’ve said isn’t clear, with running an exec pin like a function, I could create my own version of the “for loop” blueprint node. Here’s an illustration:
Now I know how to create multiple exec pins and choose which to run in code (using ExpandEnumAsExecs), it’s the LoopBody() part of the function that I’m having trouble with. So again, is this possible? I assume so, since Unreal has the built-in For Loop blueprint node, but how do I do it?