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Destroying / Cancelling an event?

Long story short, I have 2 long events. One of them needs to stop or cancel when the other is triggered. I've tried multple means of stopping a ton of instruction nodes after which work until a respawn actor kicks in as this cancels a key cinematic.

Surely there's a way to stop / cancel / halt an event?

Product Version: UE 4.10
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asked Feb 24 '16 at 01:22 PM in Blueprint Scripting

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Worgage
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Perhaps have 1 event set a boolean value, then have the other check if the bool has been set? I don't believe there is a way to just cancel execution. You'd likely need the event to periodically check if it should continue or not using bools. Which can be set from other blueprints or from within the same blueprint. But I could be wrong.

You could alternatively destroy the blueprint all together, assuming you don't need it anymore. It can't run, if it doesn't exist, but that could end up causing other problems for blueprints relying on the destroyed blueprint.

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answered Feb 24 '16 at 03:19 PM

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Valmont Deimon
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