Custom node popup between output and input pins in a Blueprint

Does anyone know if it is possible to create custom functionality to have a node popup when you drag an output pin to an input pin like the example screenshot. In this case, if you drag from the output pin (1) to the input pin (2), the Target to Root Component node (3) appears. Wat I would like is to use the output pin of an Actor and attach that to the Transform input pin of another node, and then have for instance a GetTransform node to appear on the line in between the input and output pins, which will automatically retrieve the Transform values from the Actor node and set those in the other node.

I don’t think there’s anything like that.

When the system can guess what you mean, it will put the appropriate node in, but in a lot of cases, it has no way of knowing what is needed.

For instance, with location, do we mean world or local, of the actor or a component, etc…

You could reference the C++ API Documentation and see how that implementation is handled on that particular example or a similar example.

It may be a line of code you can add to your custom node to gain that functionality.