I am currently trying to implement a method that calls 2 functions. The catch is I don’t want the second one to run until the animation of the first has finished playing.
I am trying to unequip a weapon then equip a new one. Each weapon in the game has its own holster/equip animation, that’s why I need to play the animations separately.
I have been trying to do it by:
GetWorldTimerManager().SetTimer(this, &AArenaCharacter::EquipWeapon, Duration, false);
The problem is AArenaCharacter::EquipWeapon(class AArenaRangedWeapon* NewWeapon) takes a parameter in, so the timer gets upset. Does anyone know of a way I can have the timer run a function that takes in parameters?