First thing I always done when attempting to code, some call it more of a mutilation of code but still…
first thing was always to setup a game loop with timing so you could control what fired & when.
(some things can fire every tick w/ no issues but some stuff should be tied to frame rates, because they can vary so much)(hope I explained that right)
But in BluePrints, just using tick (and/or other time related nodes or options) seems to run at different rates going from editor to a packaged game, and other devices and can cause some undesirable effects. Having a method to control when an event fired or time-controlled option like timelines etc is fired would help BP users a lot. (tied to frame rates (30-60 etc) or real time/ game time) Not sure how this would be implemented or I explained it correctly, but I feel there’s a need for this. Timing & Timers are always a major concern in any game and on any device.
For example: I want an object to move at the same controlled rate of speed, whether it’s running at 60, 90, or 120 frames per second.
This may not seem like a big deal but it is easier to achieve in code and a lot more complex & confusing to someone doing BPs and especially someone new to BPs.
2nd note: BPs could use a simple Timer node with options for rate (real or gametime). one with just output pin & another with input/output or some way to control when it’s fired off. Like plug n play.
(again, too new to UE4, to probably explain this correctly)
and on a 3rd note: concerning ‘Timespan’ , having an option to control what is displayed or used, whether hours:minutes:seconds would be a nice option. either in the timespan itself or when linked to text.
ps: still looking for an ‘auto-detect settings’ (user’s resolution/graphics settings) & ‘adjustable graphics settings slider’ nodes, lol. BP-er’s are so lazy.
(disclaimer: if I missed something or over-looked how to handle all this, feel free to comment & let me know) BPs need LUV !