You can set timers by events or by function name.
More information on blueprint timers is available here:
https://docs.unrealengine.com/en-US/Gameplay/HowTo/UseTimers/Blueprints/index.html
You can set timers by events or by function name.
More information on blueprint timers is available here:
https://docs.unrealengine.com/en-US/Gameplay/HowTo/UseTimers/Blueprints/index.html
What’s alternative way to call a Delay Node in a blueprint function?
Is it also even possible to have a custom event connected to delay node in the event graph and then be called through a function? I’m looking for a way to delay the function before it removes the viewport from parent, which is being called from a function of a blueprint. I would appreciate any advice.
Building on what LogierJan suggested, you can actually delegate away from a function like so:
And the timer does not go out of scope which is both great and terrifyingly difficult to debug
Which would Print 1, 2 and 3 one second apart each. In addition, you can bind and unbind delegates inside a function - that’s another way to execute latent actions based on a timer running elsewhere.