I am currently trying to implement a method that calls 2 functions. The catch is I don’t want the second one to run until the animation of the first has finished playing.
I am trying to unequip a weapon then equip a new one. Each weapon in the game has its own holster/equip animation, that’s why I need to play the animations separately.
The problem is AArenaCharacter::EquipWeapon(class AArenaRangedWeapon* NewWeapon) takes a parameter in, so the timer gets upset. Does anyone know of a way I can have the timer run a function that takes in parameters?
Thanks for your answer i use it and it’s working but i have a issue.
I have a loop timer and my parameter changed from different function but that Delegate just use initial value ! is it possible to use dynamic parameter .
In you example you used a local variable, but i using a public variable and it’s changing from different functions.