Update HUD draw text at 1 second intervals
In my blueprint HUD I'm trying to slow the drawing of text on screen to 1 second intervals, rather than every tick. However I'm not quite sure how to do it. Set Timer seems to be the way to go, but that's looking for a function.
asked Mar 16 '15 at 01:48 AM in Blueprint Scripting
I was able to reproduce the issue with the delay and the timer. I have written up a report (UE-25253) and I have submitted it to the developers for further consideration. I will provide updates with any pertinent information as it becomes available. I have also provide and example of one workaround that I was able to come up with. I hope that this information helps. Thank you for your time and information.
I was able to create a loop with a delay that opens and closes a gate so that the delay is not directly connected to the Event Receive Drawn HUD event which was causing an issue with drawing the texture.
Make it a great day
answered Jan 12 '16 at 04:10 PM
Rudy Q ♦♦ STAFF
I thought more about something like this:
Create a functioned, for exampled called "DrawMyTestString", in your HUD Class.
Create your draw text logic here:
Now, in the Event Graph of the HUD Class, call a timer with 1.0f Second delay and "looping" ticked. Give this Set Timer Node the Name of the function you have created:
This should totaly do what you want :X
Can't test it though, because i'm missing a font.
answered Mar 18 '15 at 09:38 AM
isnt there a way of creating a material that can cycle textures on a timer, then you can load that into the hud through i widget?
answered Feb 21 '17 at 01:09 PM
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