# How to use organise blueprint inputs and outputs in c++ using templates?

**URL:** <https://forums.unrealengine.com/t/how-to-use-organise-blueprint-inputs-and-outputs-in-c-using-templates/318515>\
**Category:** Blueprint\
**Tags:** unreal-engine, CPP, Blueprint, question\
**Created:** [May 13, 2015, 7:33pm UTC](https://forums.unrealengine.com/t/how-to-use-organise-blueprint-inputs-and-outputs-in-c-using-templates/318515 "2015-05-13T19:33:43Z")\
**Posts on this page:** 1\
**Showing post:** 2

<div class="post-metadata">

**Author:** ![anonymous\_user\_8e2766aa](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_8e2766aa](https://forums.unrealengine.com/u/anonymous_user_8e2766aa)\
**Post date:** [May 14, 2015, 7:59am UTC](https://forums.unrealengine.com/t/how-to-use-organise-blueprint-inputs-and-outputs-in-c-using-templates/318515/2 "2015-05-14T07:59:38Z")

</div>

Hello, Megakoresh

To learn about receiving a Struct in a Blueprint function, please go here:

[[Tutorial] How to accept wildcard structs in your UFUNCTIONs - Community & Industry Discussion - Epic Developer Community Forums](https://forums.unrealengine.com/showthread.php?56537-Tutorial-How-to-accept-wildcard-structs-in-your-UFUNCTIONs&p=206131#post206131%29),

Please also note that there some specifics regarding creating Structs in Unreal Engine 4. If you like to learn more about them, please go here:

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — https://unrealcommunity.wiki/! You will be able to find content from...

Hope this helped!

Good luck!

---

_[View the full topic](https://forums.unrealengine.com/t/how-to-use-organise-blueprint-inputs-and-outputs-in-c-using-templates/318515)._
