[Macro] execute

there’s something that really bothers me in macros, i need a macro with a Exec in input and in the output, i now that if i name the node “execute” the name won’t appear in the macro node, but it only works once, if i try to put in the other node it just don’t work, let’s say there’s a exec called “NewParam” if i try to edit the name and type “execute” in it the name just turns back to “NewParam” when i press enter, this happens after trying it to the 2nd exec node per macro, probably it don’t support different parameters with the same name, and i don’t want to give a name to the exec node.

it’s not a matter of life and death but does anyone know how to solve my problem?

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You are exactly right in that the pins will not support any other pins of the same name. However, if you just have two pins, one IN and one OUT then you can get away with the UE4 default naming convention for such things by naming you IN pin “execute”, and your OUT pin “then” which will hide both of them. Beyond that, be it by design or by limits, macros do not appear to be able to have multiple IN pins named for hiding by the same method. There is however a workaround…

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Just figured out a wacky workaround, however, if you are willing to accept strange for functional. If you name your exec pins things like " " (one space) and " " (two spaces) you can make a number of empty looking pins. Hope this serves your purposes!

-Spiris

the “same name parameters” is something expected, would be hard to reference the variables if they have same names, would be really hard or even impossible to design the compiler, the “then” is what i was looking for, the " " seems like a workaround but i would like to specify what the nodes mean if i have more than just “in” and “out”, ty