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Realtime Delay for Blueprint Function Called From Editor

Hello Friends,

Is it possible to do a realtime non-blocking delay for an event called from the editor while the game is not in runtime?

I'm having some trouble creating a blueprint function that is called from the editor on a custom click event while the game is not in runtime. It seems that the delay function never finishes (perhaps it only works on runtime?). For example: alt text

Will only print "Hello" and not "Hello World."

Does anyone have any ideas for how to get this delay working? I'm trying to use this concept for a function that reprocesses the world with multiple texture layers, and I need a delay for the scenecapturecomponent2d to switch between multiple render targets.

Thank you for your time!

Product Version: UE 4.21
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asked Feb 21 '19 at 01:14 PM in Blueprint Scripting

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anoxxi-dis
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avatar image anoxxi-dis Feb 21 '19 at 01:15 PM

Would it be possible to set running timers in the editor and use those to trigger my delays?

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