Clean approach for printing text over time?

I have a text widget in UMG that I want to add text to over a period of time. If I was programming, I would just put delays in between print statements. It seems like that approach would get clunky very quickly in blueprints though, especially if I want to dump a lot of text. My question is, what is the proper way to accomplish this? Is there a way to write chunks of text and throw them on a timeline to be printed, maybe?

Bonus question, is there any way that I can pull text from a spreadsheet and print it in a somewhat blueprints-y way? I googled around and found a way to write a function (to be turned into a blueprint) for reading from a .txt, but couldn’t find anything on spreadsheets. It would be a lot nicer than reading a whole text file and splitting it up.

I see no problem with using delays. Blueprints is programming, so in general the same principles apply.

The other alternative I see wouls be basing it of the time in a timeline. If time is over X, do something and restart the timeline.

You could also look at adding delta time xrom tick function and base the printing off that.

As for reading from spreadsheet, google UE4 data tables.

Thanks a bunch, that answers my question. I was worried that doing it in blueprints would get to be too messy, but I guess with proper collapsing and care for visual cleanliness it should be peachy.

Why not create a custom event to print you’re messages Then just use this node

What this will do is only call the event when the timer has expired or you can set it to looping and it will fire over and over again when the time has expired