Hi - I’m trying to write a Macro in a Macro Library that has 2 wildcard inputs. I want each to be unique depending on what I plug in, however whatever I plug into the first wildcard, also changes the second wildcard (and visa versa) to that same type. Can I not have two different wildcard types?
Let’s say I want my ‘Object To Rotate’ to be a Capsule Component and my ‘Target Object’ to be a Static Mesh, why doesn’t this work? Right now, if I plug the Capsule Component into Object To Rotate then the Target Object changes to the Capsule Component type too??!?
That is odd… Haven’t encountered this before but it sure does not sound intentional.
Option B is to set TargetObject to a class deriving from UObject? In your case a type of UPrimitiveComponent sounds OK because it works with static, skeletal meshes and shapes like UCapsuleComponent.
Macros should also be avoided when possible. I use the inheritance hierarchy pages in the docs to figure out what parent class I can use for these situations: UCapsuleComponent | Unreal Engine Documentation
The only solution I’ve come up with is to abandon BP macros and use C++ Blueprint Function Libraries with custom thunks instead. Which is a whole other can of poorly documented worms.