[Feature Request] Get Aximmetry name pins, should accept dynamic values when initialized.

 

If you try to add a dynamic name to Get Aximmetry Nodes, it fires an error (at cook time, not at compile time).

To overcome the 16-variable limit, I use the Collection:Key/Subkey pattern.

If you have 40 lights that you need to  manually adjust, you have to manually initialize them lights:light_1, lights_2, etc, and that means you cannot use

For example I have the following bluerprint function to change array of lights

https://blueprintue.com/blueprint/xci6316o/

This will not work if you have not initialized the variables beforehand in the level blueprint one by one.
That means you have to manually find a way to use them at least once in "begin play" in order to be instantiated.

too much work and is error-prone. A solution to that would be very welcome.

Kostas




   buffos

 
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Eifert@Aximmetry
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Hi Kostas,

We actually already have this on our request list. And there are plans to have more robust communication between Aximmetry and Unreal.

Until that, you could do dynamic values by parsing text data, as I describe it here in my last comment: https://my.aximmetry.com/post/2314-dynamically-changing-get-aximmetry-pin-n

Warmest regards,

 
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buffos
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Yes. I do exactly that and is very powerful (and portable from project to project)