Hey, major annoyance here, just seeing if there’s a known fix. I’m trying to use structs with my blueprints, but it is just really annoying the way it handles changes to a struct. If you add a variable to a struct, every single ‘break struct’ node in the blueprints will now add that new variable as a pin. Why would I want that?? So for every change, I have to go through my whole blueprints, click on all those nodes and click ‘hide unconnected pins’. Is there a fast way to do this or alter this behavior? Thanks
Ok, if nobody else is bothered by this issue, might I ask if there is something fundamental I am missing here? This seems like it would be a huge inconvenience to anyone programming with blueprints, but maybe there’s something I’m missing. It’s not just the issue I mentioned above. Changing a struct which is used by blueprints typically breaks the associated blueprint nodes in all kinds of strange and unnecessary ways. Do ya’ll just not normally use structs? Is there a better way to handle groups of data?