so, probably way i’d do that is have a single trigger, a variable that stores which one should fire, set it on BeginPlay (or when triggered initially…), and just do that.
be it by using a delay or a timer by event (which also can’t be used in a function)
ok, but you can call a function from an event
well i’m trying to understand what you’re getting at doing, because writing additional code to avoid declaring a variable is a good point to do some course correction on SOME part of the process. Whether it be learning about a feature that wasn’t known, approaching the problem from a way that makes it simpler to handle, or finding a better way to achieve the overall … because I’d say that this is all pretty hacky, and the reason there’s no way to do what you asked directly, is because it’s just not necessary.
I don’t want to discourage, I want to help… but there’s not a way to do what you’re directly asking about.
For the overall problem, using a trigger with multiple effects, i would…
- have a variable that remembers which effect was last used
- have a single function that sets that variable
- only call that function from a single space, such as beginplay, or when it hasn’t been set and it’s called by the Trigger event (and then if you need to reset it completely, you can just clear that variable)
- When triggered, query the variable, and follow the path for that specific trigger effect.
IF there’s a possibility that there could be a delay between trigger and effect, and that the effect value could be changed between trigger and effect, then spawn an actor that does the effect, or pass it off to some other thing to deal with.