How can I create Blueprints with multiple exec output pins in C++?
You can do this. First, declare a new UEnum type:
Then, declare some Blueprint-exposed UFunction like this in your .h (change the parameters for whatever you need):
And in your .cpp:
Then you should be able to use it like this in your Blueprint:
answered Feb 03 '15 at 11:29 AM
I used the Sequence node in Utilies->Flow Control and you can keep adding pins. It will execute the first, then the second, then the third. This is really useful for setting up complicated gameplay where you need to branch your blueprint to a bunch of different areas.
It's even easier if the order doesn't matter, it'll just do all of it (still technically in order but it won't matter).
answered Apr 28 '14 at 05:42 AM
You can also create custom node by exteding UK2Node class, it let you do anything with pins and apperence of node. Thing is theres no documentation on it and you need to figure this yourself, its complex but always a option. All nodes are made like that (in fact funtion bind node is K2Node_CallFuntion), you can find code of them here:
answered Feb 03 '15 at 02:38 PM
as far as I know it's impossible as you can only have one return node. However, what you can do it :
1) Output the return with an integer 2) At the output add a SwitchByInteger.
I do a lot of this in my BP it seems to work fairly well.
answered Sep 06 '14 at 07:21 AM
I found https://docs.unrealengine.com/latest/INT/API/Editor/BlueprintGraph/UK2Node_ExecutionSequence/AddPinToExecutionNode/index.html but this requires your node to be its own class as far as i understand. So you could make your function a class that is a child of UK2Node_ExecutionSequence but i don't believe thats recommendable.
We have to hope that Epic makes this into a nice and easy to use macro. As far as i can tell Frozenfire has provided the best workaround.
answered Feb 03 '15 at 10:22 AM
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