Coroutines in Enhanced Code Flow
The Enhanced Code Flow plugin is doing surprisingly well! During last 2 years it has been improved in many ways. It received many new functionalities, it works with Unreal Engine 5 too, it is more stable than ever and it has been used in multiple projects.
It's funny that everything have started because I wanted to have an equivalent of Delay Blueprint node in code. Now I can implement it in more elegant way than currently and all thanks to the fact, that Unreal Engine 5.3 fully supports C++20, which has coroutines!
What are coroutines? They are functions that can be suspended and resumed later. Sounds like a way to implement a Delay functionality? Oh yes!
FECFCoroutine UMyClass::SuspendableFunction()
{
// Do something
co_await FFlow::WaitSeconds(this, 2.f);
// Do something after 2 seconds
}
Enhanced Code Flow received 3 new functions which utilize C++20 coroutines. They are experimental and probably not safe nor stable, but hey... this is just a first implementation.More info, as usually, on the plugin's GitHub page.
If you want to implement coroutines into your Unreal Engine game you can also use this amazing plugin: UE5Coro.
Happy coding and watch out for next ECF updates!