I know I can use tuples and pairs and structs (or even TArrays). But you’re saying UE4 does not support multiple pointers as return nodes in C++ functions?
I can do it in blueprints though but not in C++… That is weird. Usually it is the other way around.
I don’t like using pairs because of their names, I don’t like using custom structs because… Need a different struct for each function that has different out-variable names. Tuples are just not efficient and TArrays are even more messy. And the ‘real solution’ (pointers and references) are not supported in UE4 when using actors or other types that only support pointers…
Is there no Macro to tell the blueprint that my pointer-parameter is an out-variable? That would solve everything.
The other way around does exist: A new, community-hosted Unreal Engine Wiki - Announcements - Unreal Engine Forums so I’m wondering why there is no UPARAM to force a pointer to become an output variable in blueprints.