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This video is a little less detailed than I would like, but anyone who has followed tutorials on KZbin and been told to use boolean variables as state checks should be familiar with all the downsides of being forced to keep track of tens of boolean variables that may need to be set and reset in multiple places.
This is also a helpful concept to keep in mind when dealing with larger systems that require multiple state checks to avoid cluttering up your Event Graph, and if you're looking for the absolute pinnacle, combining this functionality with a Macro can give you the all-in-one branch functionality of a Validated Get node!
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// Interested in learning how to make games? Check out:
DeepFriedOreo - Creating Expandable Gameplay Logic | Beginner Tutorial
• Unreal Engine 5 - Crea...
DeepFriedOreo - Understanding Non-Destructive Workflows | Intermediate Tutorial
• Unreal Engine 5 - Unde...
DeepFriedOreo - How To Make Sword Combat in Unreal Engine 5
• How To Make Sword Comb...
Unreal Engine -
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Mathew Wadstein -
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PrismaticaDev -
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