Node behavior that I don't understand

Wait… what circles there?

The “DoOnce” node only allows one impulse through and then shuts down. Nothing will get through until something enters the “Reset” input of that node.

In this case something is executed, it should not happen again while it’s doing that and after it’s finished it allows it to happen another time.

Well without it you should not have a connection to the beginning and you also don’t need the delay at the end.

However then it’s possible (theoretically) that you switch through multiple cps at once.

I mean I don’t exactly know your script and what it does (I also didn’t do that time attack tutorial) but it’s merely a security thing.

I am walking through the Time Attack tutorial on youtube, and I am confused about why the DoOnce node is required in this situation.

After stepping through the program, it seems as if the flow of execution circles back to the initial event. Why does this occur?

I apologize. I forgot to mention that I took out the DoOnce node to see what would happen without it because I wasn’t sure why it was required.

That was what was really confusing me. As soon as I hit the set world transform, execution jumps back to on component overlap.

Could I have a picture from your current BP?

The only difference is the do once node.

Well first of all in this case you can get rid of the “Delay” node as well.

And did you play the game like that? Because I would be surprised if that node would be there as random. I highly suspect some kind of bug being created without.

For instance I could imagine the volume to trigger would hit the “End Overlap” multiple times especially if it’s changing it’s location when it’s just in the process of ending the overlap.

Thanks so much. You just cleared up all of my confusion. What you said regarding the multiple hits has to be correct because nothing else really explains the execution flowing back to the beginning. You were right about there being bugs as well.