Just what the title says. Thanks.
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.
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.
maybe you can try using arrays, and blueprintfunction libraries. not the same, but…