I don’t see how the progress bar’s speed is being determined in the code. I expected the change in X to be basically instant based on the Sleep(0.0) so im confused. Is the mounting / unmounting of UI widgets in a loop really so slow that you can visually see a value being incremented?
Its updated based value defined by x every 'tick' so every tick is goes up by x starting from 0 to max size in increments of x tick is how offten the engine or server updates so you cant go faster than that
@@gucciburg if you dont add the sleep function it run the entire for loop in 1 tick, but when you add sleep(0.0) it does one iteration of the for loop.
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I don’t see how the progress bar’s speed is being determined in the code. I expected the change in X to be basically instant based on the Sleep(0.0) so im confused. Is the mounting / unmounting of UI widgets in a loop really so slow that you can visually see a value being incremented?
Its updated based value defined by x every 'tick' so every tick is goes up by x starting from 0 to max size in increments of x
tick is how offten the engine or server updates so you cant go faster than that
@@TheClungeFarmer ahh got it that helps a lot thank you-so all verse loops in UEFN are based on the game’s tick rate right?
@@gucciburg I think so im still learning, also sleep and how many functions and stuff it has to run through can effect how fast code runs
@@gucciburg if you dont add the sleep function it run the entire for loop in 1 tick, but when you add sleep(0.0) it does one iteration of the for loop.
how can i remove widget using a trigger instead of time or bar getting to the end?
Add another function that removes the widget and subscribe your trigger to that function
how do i use it for obby to start on time and stop on end