I see some of the built-in functions have exec outputs. An example is the “IsValid” function, which allows you to specify separated output paths based on a branch. I find that extremely appealing because it avoids having to branch after every function that runs a check.
I can’t see a way for us to include these kinds of outputs to functions we’ve created within blueprints. I’m assuming that the “IsValid” function is a custom node that was generated within C++.
Having the branch contained within the function is just easier, cleaner and in the long-run will save over a trillion hours (give or take one or two).
What is the chance that we can get this ability built into a future update?
Doesn’t seem to work for what I want in this case.
I’m checking the anim instance “IsMontagePlaying” and outputting a Boolean value. The problem is I can’t just add a Boolean to a macro like that, I have to pass it in because it’s external and out of scope. The macro’s output doesn’t transfer over to the functions output, so I’m basically in the exact same boat.
The function takes care of the graph that checks the montage. If I use a macro, I have to have that check before each instance of it. I can use a macro after the function to read the bool and set an output, but then why not just use a branch instead?
Ah well…It would be nice to have functions allow for exec outputs still. Or at least allow for a macro’s exec outputs to show up in the function’s outputs.