Native method
UGBAEditorSubsystem::
HandlePins#
public:
void
HandlePins(
)
const TArray<FPinToModify>& InPinsToModify,
const UBlueprint* InOwnerAttributeSetBP,
const FName& InNewPropertyName
const UBlueprint* InOwnerAttributeSetBP,
const FName& InNewPropertyName
Goes through the list of pins to modify, actually update the pin to point to the new attribute property name
Parameters#
-
const TArray<FPinToModify>& InPinsToModify
-
const UBlueprint* InOwnerAttributeSetBP
-
const FName& InNewPropertyName