Hello,
It will be really nice to be able to split a struct data output into individual variable data output like one can do in Unreal Blueprint.
https://dev.epicgames.com/documentation ... eal-engine
Because sometimes we are only interested in certain variables in a struct, but don't want to explicitly write a compute component to just to access them from the struct itself. I believe it will save a lot of time in general.
One usecase I have is whenever an AI is attacked, a Damage event is triggered and it passes in a `DamageData` struct.
Inside `DamageData` stores the damage amount and the aggressor/attacker.
My AI logic will set an "Opponent" variable to reference DamageData.Attacker.
There are two ways to achieve this in Unreal:
1. Splitting struct output ports directly

- Screenshot 2025-04-25 154319.png (54.38 KiB) Viewed 3848 times
2. Using a Break Struct node (this is probably the easier option?)

- Screenshot 2025-04-25 154412.png (66.85 KiB) Viewed 3848 times
For option 2 I can probably write a custom evaluate component to split the struct into variables, but that will be a lot more extra works and code to maintain.