Using SetTimer() on a 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:
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?
asked Jan 29 '15 at 07:48 AM in C++ Programming
Hello, of course it's possible to have the requested functionality you seek! Inside your header file type in the following code:
Then, inside your source file:
Don't forget to include the MyUsefulFunction logic in your source file as well:
It is possible using FTimerDelegate as described here: https://forums.unrealengine.com/showthread.php?55363-SetTimer-with-parameters
answered Oct 22 '15 at 09:02 PM
it's possible to do the same thing but with two parameters instead of only one?
answered Feb 08 '16 at 01:16 PM
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