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https://docs.unrealengine.com/4.26/ko/Resources/
openLevel ´Ù¸¥·¹º§·Î À̵¿Çϱâ
https://wergia.tistory.com/152
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¾ð¸®¾ó ÄÚ·çÆ¾ --> ÄÚµå °ËÁõ ÇÊ¿ä
https://gist.github.com/grisevg/d5abfb9ff3f5f1a50875
https://github.com/GeorgeR/CoroutineSupport
https://bbagwang.com/unreal-engine/¾ð¸®¾ó-c¿¡¼-delay¸¦-Á»´õ-ÆíÇϰÔ-¾²°í½Í´Ù¸é/
void AWeapon::RefireTimer(uint8 FireModeIndex);
...]
GetWorld()->GetTimerManager().SetTimer(FTimerDelegate::CreateUObject(this, &AWeapon::RefireTimer, 2), Duration, false);
...]
SetTimerForNextTick
https://blog.csdn.net/heneyT/article/details/87261208?spm=1001.2101.3001.6661.1&utm_medium=distribute.pc_relevant_t0.none-task-blog-2%7Edefault%7ECTRLIST%7Edefault-1-87261208-blog-91371187.pc_relevant_multi_platform_whitelistv3&depth_1-utm_source=distribute.pc_relevant_t0.none-task-blog-2%7Edefault%7ECTRLIST%7Edefault-1-87261208-blog-91371187.pc_relevant_multi_platform_whitelistv3&utm_relevant_index=1
GetWorld()->GetTimerManager().SetTimerForNextTick([this]() {
P1_Mark = GetWorld()->SpawnActor<AL1_Mark>(P1_MarkClass, RobotMarkPoint->GetActorTransform());
});
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