Hi, I would like to write an async blueprint node accepting a wildcard variable, so I used CustomThunk and UBlueprintAsyncActionBase, something like this:
class COMPONENTCAMERASYSTEM_API UEAsyncSetPropertyAction : public UBlueprintAsyncActionBase
{
GENERATED_BODY()
private:
void InternalTick();
void InternalComplete();
public:
UPROPERTY(BlueprintAssignable)
FAsyncSetPropertyOutputPin Tick;
UPROPERTY(BlueprintAssignable)
FAsyncSetPropertyOutputPin Completed;
UFUNCTION(BlueprintCallable, CustomThunk, meta = (BlueprintInternalUseOnly = "true", WorldContext = "WorldContextObject", CustomStructureParam = "Value"))
static UEAsyncSetPropertyAction* SetPropertyByName(const UObject* WorldContextObject, UObject* Object, FName PropertyName, const int32& Value);
DECLARE_FUNCTION(execSetPropertyByName)
{
P_GET_OBJECT(UObject, Object);
P_GET_PROPERTY(FNameProperty, PropertyName);
Stack.StepCompiledIn<FProperty>(NULL);
void* ValuePtr = Stack.MostRecentPropertyAddress;
FProperty* Valueproperty = Stack.MostRecentProperty;
P_FINISH;
P_NATIVE_BEGIN;
UEAsyncSetPropertyAction* Action = NewObject<UEAsyncSetPropertyAction>();
P_NATIVE_END;
}
virtual void Activate() override;
However, when I feed any type of variable into Value, it says the type of Value is undetermined. Is there any solution to this issue without writing a K2Node?