Make possible to generate FName/FString dropdowns on blueprint function parameters without modifying the engine
This would prevent re-typing string on blueprint functions, like the TriggerOutput method in Flow Node blueprint.
Expected result: it's possible to create customization similar to Material Parameter Collection methods, without changing core blueprint UI classes.

I've set up something like this without needing to modify the engine - look at FPrimaryAssetType for reference. The key is to use a wrapper struct around a FName and write both a IPropertyTypeCustomization and SGraphPin that provides the drop-down UI.
So in that case, const FFlowPinName& PinName (or whatever) would replace const FName& PinName. Might not be as readable for engineers but I think the improvements to usability would offset that by a lot.
@Robmaister Mhm... yes, using a wrapper struct is a great suggestion! I either didn't think of that or had some issue with that... Anyway, I'll look into that, thanks! :)
Why not just use FGameplayTag instead? It's a wrapper struct for FName and has built-in "dropdown selection" support.
@ameaninglessname We can't use FGameplayTag customization without changing Pin Names to be gameplay tags ;)