π·οΈ Blueprint Asynchronous Execution
UE4 builds multiple output execution pin blueprint nodes (synchronous nodes and asynchronous nodes)
In blueprints, we often see some nodes with multiple output execution pins (Figure 1). We know that when a program is executed, according to the execution flow, execution branches can appear according to given conditions, which can be accomplished by using Branch nodes in blueprints. But when designing nodes (in C++), how should we complete the node encapsulation and have multiple output execution pins?