I get the impression this is a bit of a PITA but you can (in principal) make UFUNCTIONs that take wildcard inputs. Have a look at BlueprintSetLibrary.h
- note the use of CustomThunk
in the declaration, and DECLARE_FUNCTION(exec<functionname>)
for the actual generic code that executes. You can also search the engine source for CustomThunk
if you need more examples of its usage (I’m afraid the docs won’t help much). This forum post may or may not help: [Tutorial] How to accept wildcard structs in your UFUNCTIONs