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:

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!

1 Like

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

Im also very interested in that, in any way possible. Its very anoying for with complex scripts, you cant see whats happening at all