Hello! I’ve got a highly specific request. I’ve derived IK2Node_AddPinInterface in order to create an expandable blueprint node, similar to a sequencer node. There are four functions in the sequencer node class (K2Node_ExecutionSequence) that should seemingly be lifted up into the interface, as the BlueprintEditor code has a hard dependency on that specific node type to use these functions. They are:
void InsertPinIntoExecutionNode(UEdGraphPin* PinToInsertBefore, EPinInsertPosition Position);
void RemovePinFromExecutionNode(UEdGraphPin* TargetPin);
bool CanRemoveExecutionPin() const;
UEdGraphPin* GetThenPinGivenIndex(int32 Index);
I can kind of see why it’s designed this way, as the usages are kind of specific. Even so, it would be nice to be able to remove my added pins in my custom node. Is there a way to achieve this without modifying source? Perhaps another interface that I didn’t know about?
Anywho, thanks for looking at my request.