I’m prototyping a system to allow non technical people to do some basic blueprint work, and it appears that they are having a hard time finding the nodes they need.
My plan was to create a custom node, with a custom boolean pin(PC_Boolean) with the subtype “Gameplay”.
Then I would create a few custom nodes that output these custom boolean pins.
Then these users would be able to drag off from the pin and only see the small subset of boolean pins that have been created rather then a huge list of everything the exposes a boolean.
When I attempted this with
UEdGraphPin* InputPinB = CreatePin(EGPD_Input, K2Schema->PC_Boolean, TEXT("Gameplay"), NULL, false, false, InputPinAName.BuildSourceString());
When I attempted to connect this pin to something else the editor gave the error message “unable to convert bool into Gameplay bool” or something similar to that.
I’m guessing I could create some sort of conversion node, but I’m not sure how I would do this.