UE5 C++ 53 - How To Async Latent Action Blueprint Node With C++? - Unreal Tutorial CPP Function BP

Опубликовано: 16 Октябрь 2024
на канале: Alex Quevillon [En]
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By creating a child of UBlueprintAsyncActionBase, you can create blueprint nodes that can execute your logic in parallel and continue the flow once completed.


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"Delegates/DelegateCombinations.h" // Core https://docs.unrealengine.com/5.3/en-...
"Kismet/BlueprintAsyncActionBase.h" // Engine https://docs.unrealengine.com/5.2/en-...
#include "Engine.h" // Engine
"Engine/World.h" // Engine https://docs.unrealengine.com/5.3/en-...
"Editor/EditorEngine.h" // UnrealEd https://docs.unrealengine.com/5.3/en-...


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0:00 Intro
0:26 Upsides and downsides
4:54 Includes in header
5:30 Create Async Action class
6:36 Create delegate for output pins
7:18 Create main function
9:54 Create output pins
10:44 Create function Activate
12:00 Create rest of the class
14:29 Includes in cpp
15:41 Async Count Seconds
17:15 Activate
20:49 Update Count Seconds
22:10 Finish Count Seconds
23:55 Cancel Count Seconds
24:18 Test
33:03 Patreon Wall!




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UE5 C++ 53 - How To Async Latent Action Blueprint Node With C++? - Unreal Engine Tutorial CPP Function BP Delay Async Background Task Thread