DefaultToSelf doesn't work?

I have two functions in class:

UFUNCTION(BlueprintCallable, Category = "MyClass|ANN", meta = (HidePin = "WorldContextObject", DefaultToSelf = "WorldContextObject"))
EDataCollectorReturn::Type collectDataForANN(APawn *actorForDataCollect,
	FVector actorTargetLocation,
	const TArray<class AActor*> policemansNearActor, 
	const TArray<class AActor*> doorsNearActor);

UFUNCTION(BlueprintCallable, Category = "MyClass|ANN", meta = (HidePin = "WorldContextObject", DefaultToSelf = "WorldContextObject"))
void activateNewLife();

For both I’ve added “DefaultToSelf” meta data specifier but after rebuild the “Target” pin of activateNewLife() function is still required in Blueprint. Why it is working only for one function?

I’m trying to get this working as well. I see it used in the engine, but not sure what the secret sauce is. I suppose it is working along with HidePin, but I would love to have it with the pin exposed, like with Target pins.

I’ll let you know if I figure it out.

Actually, it works for me on new Parameters, it just doesn’t say “self” which makes it difficult to tell which pins have it.

I’m assuming there might be a way to get it to say “self,” but after some searching around online and in the code base, I couldn’t find it. I will take a look for “WorldContextObject” and see if that comes up with anything.

I want to see how that Target pin is setup. Also, I didn’t have to use HidePin for it to work.

Best thing I could come up with is to use UPARAM(DisplayName = “Controller [self]”)

Then I know it will default to Self. Wish it did that automagically.