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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.
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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 |