Is it possible to specify a custom name for a parameter of a UFUNCTION that is exposed to Blueprint? For example, if I had the following function.
UFUNCTION(BlueprintCallable)
static void SetMyInt(int32 MyInt);
In Blueprint, this will come out with a node that has an input pin named MyInt. But what if I want that input pin to have a different name in Blueprint? Say I want it to be called MyGreatInt, but I don’t want to change it in the actual C++ function itself. Is there some sort of meta specifier to do this?