I am exploring programming custom editor utilities, widgets, a nodes. So far, I am having a good amount of fun with it. I found myself wanting to create a custom blueprint node for a C++ function for one of my classes. It is a specialized function that I felt needed the special treatment.
I have created the custom widgets and pins I may want to add to the blueprint node, but right now I am stuck at choosing the correct class to represent the node.
The purpose of my node is to provide a more robust set of pin inputs that can’t be generated by the default UFUNCTION macro. In the end, all it does is invoke the associated C++ function (the implementation of which sets up and plays an animation montage). As a result, the first class that caught my attention is UK2Node_CallFunction.
I do not understand why playing a montage is handled by an async task. My function will end up doing a very similar thing but I have no idea what BaseAsyncTask allows me to do. Can I get some use case scenarios for these types of nodes - why would I want to use one over the other, etc.