Making a blueprint node with multiple outputs

… SetItemInItemStack(const FItemStack& itemStack,…

See this

Hope this helps :slight_smile:

I randomly stumbled upon this really cool feature that allows C++ programmers to make nodes callable in Blueprints with multiple outputs! It’s so cool! Now, how do I disable it?

void UItemFunctionLibrary::SetItemInItemStack(FItemStack& itemStack, UItem * item)
{
	itemStack.SetItem(item);
}

Results in a node:

87571-screenshot_1.png

I’d like it if the Item Stack was on the left as an input, rather than an output.

That gives good information on how to force it to be an output with Ref:

https://docs.unrealengine.com/latest/INT/Programming/UnrealArchitecture/Reference/Properties/Specifiers/Ref/index.html

However, it gives no information on how to make it NOT be an output. Anyone have any ideas?