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[Closed] Using SetTimer() on Function with Parameters

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?

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asked Jan 29 '15 at 07:47 AM in C++ Programming

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Janyx
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The question has been closed Jan 29 '15 at 08:02 AM by Shadowriver for the following reason:

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