Just what the title says. Thanks.
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I’m pretty sure there’s no way to do this from blueprint. There are a couple of options available to C++, but not blueprint (that I’m aware of). There’s a third party plugin that allows editing of function/property metadata in blueprint, but I’m not sure it helps even in that case.
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Maybe you could try calling a custom event after your input node and adding whatever nodes you need to the custom event. Not sure if that would help.
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maybe you can try using arrays, and blueprintfunction libraries. not the same, but…
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