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:
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!