def METHOD_NAME(self, in_wrapper):
    """ Configure our inputs: input 0 is a cube and input 1 a helix. """
    # Create an empty geometry input
    geo_input = in_wrapper.create_empty_input(unreal.HoudiniPublicAPIGeoInput)
    # Load the cube static mesh asset
    cube = unreal.load_object(None, '/Engine/BasicShapes/Cube.Cube')
    # Set the input object array for our geometry input, in this case containing only the cube
    geo_input.set_input_objects((cube, ))
    # Set the input on the instantiated HDA via the wrapper
    in_wrapper.set_input_at_index(0, geo_input)
    # Create a curve input
    curve_input = in_wrapper.create_empty_input(unreal.HoudiniPublicAPICurveInput)
    # Create a curve wrapper/helper
    curve_object = unreal.HoudiniPublicAPICurveInputObject(curve_input)
    # Make it a Nurbs curve
    curve_object.set_curve_type(unreal.HoudiniPublicAPICurveType.NURBS)
    # Set the points of the curve, for this example we create a helix
    # consisting of 100 points
    curve_points = []
    for i in range(100):
        t = i / 20.0 * math.pi * 2.0
        x = 100.0 * math.cos(t)
        y = 100.0 * math.sin(t)
        z = i
        curve_points.append(unreal.Transform([x, y, z], [0, 0, 0], [1, 1, 1]))
    curve_object.set_curve_points(curve_points)
    # Set the curve wrapper as an input object
    curve_input.set_input_objects((curve_object, ))
    # Copy the input data to the HDA as node input 1
    in_wrapper.set_input_at_index(1, curve_input)
    # unbind from the delegate, since we are done with setting inputs
    in_wrapper.on_post_instantiation_delegate.remove_function(self, '_set_inputs')