[Feature Request] Random Select Node

Using enumerations is huge for archiving data in a simple, yet usable manor. The only problem is if you would like to conveniently randomize the way that the data comes out.

Personally i think it would be neat to have a ‘Random Select’ node in blueprints that rolls the dice and picks from the index for you.

Like this?

125418-randselect.jpg

Well then, I wasn’t aware that possible. And honestly thinking about it that makes more sense.
Thanks! Though I’ll admit feel a little dumb. XD

what if I want the random options to be after? is there a node for that?

What does “after” mean here? Switch on random int?

liek instead of the select being on the left to be on the right, and btw if anyone can tell me I woudl really apreciate it. How do I know what values I should put in the random integer in range?

It is already on the right here.

It’s utterly up to you - the range of values you wish to randomise.

i think what they mean is that the amount of enums are a variable.

therefore the range should match the number of enums.

not sure if a for each node exist for enums or not, but if it does that could be a way. Or if you can put them into an array then use a random node.

edit: looks like there is a for each loop for enums
ForEach over Enums - Programming & Scripting / C++ - Epic Developer Community Forums (unrealengine.com)
so you can use a random bool to break out of the loop with an enum. But that leaves a case where none were selected you have to handle. There’s a few ways you could do it but won’t be too hard.