What is Sequence good for?
I've seen many times that in official Unreal tutorials, they use Sequence flow control.
Can someone tell me how that is different from normal execution order?
I mean, for example, what difference is there between the following?
Event Begin Play->Create Widget X->Add to Viewport(X)->Create Widget Y->Add to Viewport(Y)
Event Begin Play -> Sequence Output 1 -> Create Widget X -> Add to Viewport(X)
..............................Sequence Output 2 -> Create Widget Y -> Add to Viewport(Y)
Will there be a difference in execution order? If yes, how?
Also, are there advantages or disadvantages of using one or the other, or is it just a matter of preference?
One thing i would like to mention is that Sequence dont respect latent functions. For example, if you have a Delay node on Pin 1, Sequence dont bother waiting for that delay to finish. It will immediately run Pin 2.
For example, the below sequence will cause Accessed None Error:
where as this one works:
answered Apr 28 '16 at 03:42 PM
I normally use them for Boolean checks in a function with a single return node, an example would be to use one function for a range of things like a pickup, have the Sequence goes though each type, ammo, health, power ups and so on, then have the last execution return which item it is, there great as you only need the one return node depending on your logic needs.
answered Apr 28 '16 at 04:54 PM
Follow this question
Once you sign in you will be able to subscribe for any updates here