At work we are currently investigating how we could add a reasonably sane optional type for blueprint.
We have modified the native TOptional
type heavily, to make it more convenient, by adding Map()
/Bind()
/Flatten()
methods.
Now we would like to add a similarly convenient optional type for Blueprint use.
We have already started working on a UBlueprintCompilerExtension
to detect invalid pin connections, but we haven’t started on the actual data type itself.
Does anyone know about a plugin that offers this functionality?
Or, alternatively some good resources on how one can write custom Blueprint graph nodes with wildcard pins?
Did you ever figure this out? I’m curious what this workflow is supposed to look like in BP.
There is news on this topic, though from an unexpected source: https://forums.unrealengine.com/t/how-to-create-new-custom-generic-blueprint-containers-like-tarray/1214219
Seems Epic is doing the work for us 😉.
That’s great to hear 😀