Why can't we have 2 different wildcard types in a Macro?

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??!?

How do I solve this?

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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.

Thank you! Using Primitive component worked a treat!

I have same problem.
I have two different array type (int and float array), but I can’t plug them into pins at same time.

Anyone knows how to solve it?
Thanks!

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I have the same problem. This bug defeats the purpose of mathematical macros in most cases for me.
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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.

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