How would UE behave with this blueprint setup?
I do know, that there is an event tick, but I need a constant firing event, which is FPS independent. Here is a blueprint setup, but I don't know how UE really handles that:
It would assume a high (more than 33) FPS, but what would happen, if the game gets ahead, how would UE handle this? (Does the sequence "Then 1" only start, if "Then 0" is ready?, if that is the case, what would happen, if I changed the "Then 1" with "Then 0" in this setup?)
How low can I set the the number in retriggerable delay?
(I need this setup because I haven't found a "move actor along spline", so I need to make a workaround.)
asked Feb 20 '15 at 05:22 PM in Blueprint Scripting
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