By creating a child of FPendingLatentAction and registering to the FLatentActionManager, you can create blueprint nodes that can execute your logic in parallel and continue the flow once completed.
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"Engine/LatentActionManager.h" // Engine https://docs.unrealengine.com/5.3/en-...
"LatentActions.h" // Engine https://docs.unrealengine.com/5.2/en-...
"Editor/EditorEngine.h" // UnrealEd https://docs.unrealengine.com/5.3/en-...
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Unreal Engine Version ► 5.2
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0:00 Intro
0:26 Upsides and downsides
4:22 Includes
4:48 Create enums
7:00 Declare functions
10:30 Create variables in latent object
12:37 Latent object constructor
13:45 Override parent functions
15:09 Includes in cpp
15:46 Latent Count Seconds
22:10 Update Operation
30:03 Test
34:33 Patreon Wall!
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UE5 C++ 52 - How To Create Latent Action Blueprint Node With C++? - Unreal Engine Tutorial CPP Function BP Delay Async Background Task Thread