How can I use wildcard as a input in Blueprint Callable function in c++?
I tried to use void MyFunction(FProperty* Variable);
with UFUNCTION(BlueprintCallable)
macro, but I cant because I get this error:
Unrecognized type 'FProperty' - type must be a UCLASS, USTRUCT, UENUM, or global delegate, [UnrealHeaderTool Error]