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Blueprints: Wait specificed amount of time before executing.

So I will describe what I am trying todo and if anyone can help me I would appreciate it. So I have a sword swing animation, in the character BP it sends via interface a bool called "didAttack". In the animation BP, didAttack = true sends to the attack animation. That all works well and good. The problem is that I can not figure out how to set didAttack back to false without causing issues on the animation. I tried setting up a timer, but I don't really understand what its asking for as far as arguments and can not get it to work correctly. So if anyone could point me in the right direction on getting the bool to switch either after the animation or how to set up a timer to wait specified about of time I would really appreciate it.


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asked Mar 30 '14 at 06:38 PM in Blueprint Scripting

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Did you try the Delay node?

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answered Mar 30 '14 at 06:50 PM

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avatar image Sickin Mar 30 '14 at 07:03 PM

That worked, Thank you. Tried all of the things I could think of time related, did not think of Delay. Thanks again.

avatar image Paul Oliver Mar 30 '14 at 07:03 PM

I believe what you want is the Delay node, as mentioned by DasMatze.

You can see an example of it's use here: https://docs.unrealengine.com/latest/INT/Engine/Blueprints/UserGuide/Timelines/Examples/OpeningDoors/index.html

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