Spawn Waves of Enemies

v2.0
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What You Will Build

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Data Table Configuration
Data Table Configuration

Step 1: Configure the Settings

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Node Graph Example
Node Graph Example

Step 2: Bind the Events

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 1// Declare delegates for event-driven communication
 2DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnStateChanged, EMyState, NewState);
 3DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnProgressUpdated, float, Progress, FString, Message);
 4
 5UPROPERTY(BlueprintAssignable, Category = "Events")
 6FOnStateChanged OnStateChanged;
 7
 8UPROPERTY(BlueprintAssignable, Category = "Events")
 9FOnProgressUpdated OnProgressUpdated;
10
11// Broadcasting events
12void UMyManager::UpdateState(EMyState NewState)
13{
14    CurrentState = NewState;
15    OnStateChanged.Broadcast(NewState);
16    OnProgressUpdated.Broadcast(GetProgress(), GetStatusMessage());
17}

Step 3: Test in Play In Editor

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Component Details Settings
Component Details Settings

Step 4: Expose Values to Designers

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  • Ensure you are running Unreal Engine 5.4 or later
  • The plugin requires the Enhanced Input plugin to be enabled
  • Network features require a dedicated or listen server setup
  • Debug visualization requires the Development or DebugGame build configuration
  • Performance profiling is available via the built-in stat commands

Step 5: Handle the Edge Cases

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Sequencer Track Setup
Sequencer Track Setup

Next Steps

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