This issue has been closed as 'Won't Fix' due to an extended period of time without updates. If this issue is important to you please let us know by posting on the AnswerHub or UDN, and Epic will re-open the ticket for further review.
If a code function is written with a delay that doesn't take any arguments, calling the function from blueprints causes the blueprint to get stuck in a loop and not continue to the next BP node.
public: UFUNCTION(BlueprintCallable, meta=(Latent, LatentInfo="LatentInfo"), Category="Test") void LatentFunctionNoArgs(FLatentActionInfo LatentInfo); UFUNCTION(BlueprintCallable, meta=(Latent, LatentInfo="LatentInfo"), Category="Test") void LatentFunctionWithArgs(float Dummy, FLatentActionInfo LatentInfo);
void ALatentTestGameMode::LatentFunctionNoArgs(FLatentActionInfo LatentInfo) { UKismetSystemLibrary::Delay(this, 1.0f, LatentInfo); } void ALatentTestGameMode::LatentFunctionWithArgs(float Dummy, FLatentActionInfo LatentInfo) { UKismetSystemLibrary::Delay(this, 1.0f, LatentInfo); }
Result:
The print node wired into "No Args" does not print at all. The "With Args" print node does print as expected.
Head over to the existing Questions & Answers thread and let us know what's up.
19 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.9.2 |
Created | Oct 19, 2015 |
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Resolved | Mar 26, 2018 |
Updated | Sep 27, 2022 |