# Task Proxies (Async Task Nodes) don't check for UParam Friendly Names

**URL:** <https://forums.unrealengine.com/t/task-proxies-async-task-nodes-dont-check-for-uparam-friendly-names/416165>\
**Category:** Blueprint\
**Tags:** unreal-engine, UE4, Blueprint, question\
**Created:** [February 1, 2018, 9:46pm UTC](https://forums.unrealengine.com/t/task-proxies-async-task-nodes-dont-check-for-uparam-friendly-names/416165 "2018-02-01T21:46:59Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![anonymous\_user\_45f31c18](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_45f31c18](https://forums.unrealengine.com/u/anonymous_user_45f31c18)\
**Post date:** [February 1, 2018, 9:46pm UTC](https://forums.unrealengine.com/t/task-proxies-async-task-nodes-dont-check-for-uparam-friendly-names/416165/1 "2018-02-01T21:46:59Z")

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We realized that a variable we were using in a Task Proxy as an input was incredibly misleading, so we wanted to change the DisplayName via the UParam meta data property… But it didn’t seem to work.

Inspecting the code, it seems like K2Node\_BaseAsyncTask doesn’t have a check against the Friendly Name like K2Node\_CallFunction does.

My solution locally was just to copy the exact PinDisplayName block from K2Node\_CallFunction over to K2Node\_BaseAsyncTask. (Note: K2Node\_BaseAsyncTask has it in AllocateDefaults while K2Node\_CallFunction has it in CreatePinsForFunctionCall)

Is there a reason I shouldn’t solve it this way?  
And honestly, I didn’t check to see if the latest version of UE4 still has this issue.
