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Unreal Engine C++ API Reference > Editor > BlueprintGraph > FOptionalPinManager
- FOptionalPinManager::CustomizePinData()
References
Module | BlueprintGraph |
Header | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h |
Include | #include "K2Node.h" |
virtual void CustomizePinData ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin, [FName](API\Runtime\Core\UObject\FName) SourcePropertyName, int32 ArrayIndex, [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property ) const
Remarks
Customize automatically created pins if desired.