More of a theoretical question, as the official functions made by Epic, seem to use the unstructured approach:
I have a function library, and one function takes in quite many values. Instead of writing them out as const references in one enormous line, I’d rather make some kind of template or struct that would organize them, but still show them as separate input pins in the blueprint editor. Something like
struct FunctionData {
struct Inputs {
APawn* TargetPawn;
float SomeValue
//and so on
}
struct Outputs {
float ChangedValue;
FVector SomePawnVector
//etc.
}
}
And then in function declaration i’d do something like
UFUNCTION(BlueprintPure, Category=Chemistry)
static void ILikeTurtles(const FunctionData::Inputs&, FunctionData::Outputs&)
And it would take FunctionData::Inputs and break it up into separate pins, and the same with FunctionData::Output.
I don’t even know if it makes sense from a C++ standpoint, as you can probably tell I am new to this, however if there is a way to organize inputs and outputs of blueprint function in a similar way, I would like to know.