Alright! In Unity you’ve got the ability to access a game component and disable, I know this function exists in UE 4 as the following “UActorComponent” I’m just wondering has it been exposed to blueprints?
Currently this is how I’m disabling a game component, Its slow and sloppy because for a small amount of time you’ve got the visuals still active. Rather than having to Rewrite this function in C++ I’d at least like to know if its possible to do so in blueprints?
I don’t understand what your trying to say. “ToggleByEmpty”? I don’t think that exists as a node.
Just post your logic as blueprints.
That’s what i was thinking? There is an Active/Deactivate node but it doesn’t work in this context tried plugging it in previously but it has no noticeable results.