Tooltip for node pins

Hello,

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.

Thanks!

1 Like

simply write your tooltip in the following format /** something something */
ps : write it before UFUNCTION in header

Hello
Thanks for your answer, but that’s the way to have a tooltip for the whole node. But I’m looking for tooltip on each individual pins

Here is an example

/** TEST */
	UFUNCTION(BlueprintCallable, meta = (BlueprintInternalUseOnly = "true", WorldContext="WorldContextObject"), Category = "Online")
	static UShowLoginUICallbackProxy* ShowExternalLoginUI(UObject* WorldContextObject, class APlayerController* InPlayerController);

138173-tooltips.png

As you can see TEST is displayed on the node, but I want to have a different tooltip on InPlayerController

Thanks

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.

Thanks!

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)