I’m creating some custom blueprint nodes and I’d like to be able to have a tooltip when the user roll over a pin, but I didn’t find how to do that. Any idea?
To create my node, I follow the pattern used for UShowLoginUICallbackProxy and similar epic’s nodes.
I think what you’re looking for is not doable. seems pins just describe the type of input. here is the definition of “show external login ui”
// Shows the login UI for the currently active online subsystem, if the subsystem supports a login UI.
UFUNCTION(BlueprintCallable, meta = (BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject"), Category = "Online")
static UShowLoginUICallbackProxy* ShowExternalLoginUI(UObject* WorldContextObject, class APlayerController* InPlayerController);
only other option i can see is the following. can you check it out ?
/**
* Start recording the passed-in actors to a level sequence.
* @param ActorsToRecord The actors to record
*/
UFUNCTION(BlueprintCallable, Category="Sequence Recording")
static void StartRecordingSequence(const TArray<AActor*>& ActorsToRecord);
Thanks,
That’s the way to go. When I change this comment, the pin tooltip is changed in the editor. Strangely it doesn’t work on my custom made node. I’ll investigate a bit more, and if I don’t find anything I’ll ask quickly.
I’ll also update this thread when I’ll have the final answer.
This feature is not working for custom nodes based on UK2Node_BaseAsyncTask.
I got it working by pulling some code from UK2Node_CallFunction to UK2Node_BaseAsyncTask (the code related to GetPinHoverText)