How to handle the Begin Play events for actors added in the editor?
Hi, I have a few actor blueprints that I have added to the level in the editor. All of them have executable code running as part of Event Begin Play. And in one case, the actor is referencing another one of these actors. It is running smoothly as this point, but I don't think what I'm doing is safe practice.
What if the referenced actor [Let's call it Actor B] has not finished initializing in time? So should I fire off that begin play functionality as part of a custom event that is called when the first actor [Actor A] goes through it's begin play event to the completion?
asked May 11 '15 at 11:32 AM in Blueprint Scripting
I got the answer from the Unreal forums. It seems it's better to spawn them as part of another script like level blueprint or game mode rather than just putting them in the editor. Here's the link to the forum post:
answered May 11 '15 at 05:11 PM
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