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Is Timer Active Changes from 4.8.3 to 4.9 Preview help

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    Is Timer Active Changes from 4.8.3 to 4.9 Preview help

    First off, just messing around in 4.9Preview, trying to familiarize myself with it. But I have a question and just want to make sure I have it right in my head since my C++ knowledge is lacking! I need to have the same functionality of Is Timer Active Function in 4.8.3 as in 4.9Preview3....

    This is what it looks like in 4.8.3:
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    And what it looks like in 4.9Preview3 (no longer a way to input function)
    Click image for larger version

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    So, do you think it works by checking that handle of whatever function it's attached to or do I have to do something with that Handle input?


    Any help would be greatly appreciated.


    Edit: oops...that Is Timer Active is supposed to be at that Branch node...not the set timer function btw... and it's false not true But still can't input function.
    Last edited by VictorBurgos; 08-13-2015, 06:56 PM.
    Website/Portfolio: http://www.VictorBurgosGames.com

    Join me on stream: https://www.twitch.tv/BurgosGames for UE4 Game Dev. If you need help, just stop by and ask!

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    #2
    Create a variable from the return output of set timer, and then Get the Handle and connect it to the is timer active. Had to do it myself a few times : D
    Bacon Man : An Adventure (UE4)

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      #3
      Ahhhhhhhhhhhhhhhhhh, thanks! I just ended up connecting the Return Value output from the Set Timer to the Input Handle of Is Timer Active... Is there something wrong with my approach? I just wanted less "clutter."

      Why do you think they changed the node? So it's easier to just hook up the output to the input of Is Timer Active instead of trying to write the exact function name without errors?? Even though most people would copypaste the function names...
      Website/Portfolio: http://www.VictorBurgosGames.com

      Join me on stream: https://www.twitch.tv/BurgosGames for UE4 Game Dev. If you need help, just stop by and ask!

      Wishlist Neko Ghost, Jump! a 2D/3D Puzzle-Platformer : https://store.steampowered.com/app/1...ko_Ghost_Jump/

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        #4
        Its more efficient that way. Timers were changed back in 4.7 C++ wise, and they began using handles as its more efficient. I'm not sure if connecting it right from the return value is bad or not. I tend to make a variable so that way I can guarantee that what I am accessing is actually there. The plus side of a variable is that you can also use it later just in case.
        Bacon Man : An Adventure (UE4)

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          #5
          Alright, I ended up promoting the variable from Return Value (named it TimerHandle) and then getting it and inputting that into the Is Timer Active by Handle node. Thanks again for the help/explanation!
          Website/Portfolio: http://www.VictorBurgosGames.com

          Join me on stream: https://www.twitch.tv/BurgosGames for UE4 Game Dev. If you need help, just stop by and ask!

          Wishlist Neko Ghost, Jump! a 2D/3D Puzzle-Platformer : https://store.steampowered.com/app/1...ko_Ghost_Jump/

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