But it’s a local event, is there really the need for pass by reference? You can always set a variable by reference if you must:
Or use a function instead. [HR][/HR]
Events support latent actions, imagine what would happen if you pass-by-ref to an event from another blueprint, the event fires a delay, the original actor gets destroyed. You’ll be* accessing none* after the delay.
Not advocating for artificial limitations, but blueprints do that all the time. It’s already a tangled mess.
@Gustave_404
Could you describe a scenario where this could be useful and safe to use?