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UFunction, TArray wildcard input?

I currently have this:

 UFUNCTION(BlueprintCallable, Category = "Statics", Meta = (ExpandEnumAsExecs = "Branches"))
 static void BranchArrayHasMembers(const TArray<UObject*>& object, TEnumAsByte<TrueFalseEnum>& branches);

But it won't work for things like an array of FTransform. (I've also tried TArray<UStruct*>.) UFunctions don't seem to like templates so I'm not sure how to achieve this here.

Essentially, I want something like the ADD function which will take an array of anything. How can I

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asked May 05 '15 at 10:50 PM in C++ Programming

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2 answers: sort voted first

Sorry to hear about the error, but please note, that in the described situation (https://forums.unrealengine.com/showthread.php?56537-Tutorial-How-to-accept-wildcard-structs-in-your-UFUNCTIONs&p=206131#post206131), array isn't being connected directly to Any Struct pin, since this is done for the appropriate struct.

Hope this was helpful!

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answered May 07 '15 at 07:51 AM

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Andrii Melnyk
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Hello, Feed_Dante

Please note, that support of templates in function arguments is quite limited now. Thus, this behavior should be handled at the node level. There is a wildcard pin type UEdGraphSchema::PC_Wildcard, which can be used to provide template-like functionality for array functions. When something is connected to a wildcard slot, the appropriate type is set for the rest of the wildcard dependent pins.

It is possible to make a custom subclass of UK2Node_CallFunction, and then allocate a wildcard parameter. In NotifyPinConnectionListChanged() function, you can determine if the pin that was connected was a wildcard and search for an UFunction for appropriate type, and then call UK2Node_SetFromFunction. This way, template-like behavior can be implemented.

However, there is also a way to receive wildcard parameters (USTRUCTs) without creating custom nodes. If you like to learn more about it, please go here:


Hope this was helpful! Have a great day!

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answered May 06 '15 at 07:48 AM

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Andrii Melnyk
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avatar image Feed_Dante May 06 '15 at 10:10 AM

I'm also not very familiar with C/C++. I'm used to Java/C#. If the answer is that I have to make a custom node then I'm at a loss without an example.

The function you reference seems to take any single property and uses a custom exec to analyze it:

 UFUNCTION(BlueprintCallable, Category = "Example", CustomThunk, meta = (CustomStructureParam = "AnyStruct"))
 static void ReceiveSomeStruct(UProperty* AnyStruct);
 DECLARE_FUNCTION(execReceiveSomeStruct) {}

How would I change this to work for arrays? Or can UProperty be an array? The code also uses 'UArrayProperty', can that be used as 'any struct array' similar to TArray<Uobject>?

I, unfortunately, won't have time to try any of this till tonight but thank you for the help.

avatar image Feed_Dante May 07 '15 at 06:02 AM

Ok, tried a big and got this:


 UFUNCTION(BlueprintCallable, Category = "Statics", Meta = (CustomStructureParam = "anyStruct", ExpandEnumAsExecs = "Branches"))
 static void BranchArrayHasMembers_Struct(UArrayProperty* anyStruct, TEnumAsByte<TrueFalseEnum>& branches);


 void UStatics::BranchArrayHasMembers_Struct(UArrayProperty* anyStruct, TEnumAsByte<TrueFalseEnum>& branches) {
     auto size = anyStruct->GetSize();
     UE_LOG(LogBlueprintUserMessages, Log, TEXT("UArrayProperty size: %d"), size);
     if (size > 0) {
         branches = TrueFalseEnum::True_;
     else {
         branches = TrueFalseEnum::False_;

It compiles and I can link the nodes in the BP but I get this error:

Error Pin Any Struct is specified as an array, but does not have a valid array property.

alt text ('Locations' is simply an array of transforms.)

untitled.png (41.9 kB)
avatar image me4dinosaur Oct 23 '18 at 08:39 PM

Did you ever make a workaround for accepting WildCard Variables/Array within UFunction?

avatar image Feed_Dante Oct 24 '18 at 07:12 PM

It's been years since I've looked at it so I can't say for sure. I think I just made alternate functions that matched the type (I guess overloads didn't work either).

I've attached most of the code so maybe that helps, maybe it doesn't.

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