As an Unreal Engine blueprint dev you simply need to make a new BP, name it BP_MakeGame, then on Event BeginPlay connect the execution pin to a custom event titled "MakeGame."
But it is. You just have to keep ignoring the async calls, countless parallel tasks, nerve-wracking waits, endless debugging, occasional crying, performance costs, and the decade-long existential crises hiding behind those top-level methods.
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# TODO
Wonder why they set its default to false but IYKYK
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