Look at this example: Repeated Event Example posted by anonymous | blueprintUE | PasteBin For Unreal Engine 4
So, I call “TestingSanity” once immediately with a “0”. It prints to the screen repeatedly.
After 5 seconds, I call “TestingSanity” again with a “1”. I can see from the output that the "0"s stop getting pushed to the screen and now "1"s are displayed instead.
I somehow have gone this long without realizing this behavior. I am in a scenario where I am checking to ensure the HUD exists before populating it with data and I am delaying until it’s ready. But while delaying, the event is called again with different data. The first iteration of the event is terminated and I only ever see the second.
I’m guessing I could do this in a function instead to prevent the termination but you can’t use delays in functions so waiting for a HUD to exist won’t work.
The only solution I can think of is to add the data to an array and have a single event repeatedly processing the array elements and adding them when the HUD exists. It seems like a sloppy and unnecessary solution.
Am I missing something here or is that about it?