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Level blueprint controlled sequential light triggering.

Hey guys,

I have a quick question regarding blueprints and their control over objects in my level.

So basically I'm trying to create a series of lights that will fire (from 0 intensity to 5000 intensity back down to 0 intensity) one after another for the duration that the player is on the level.

I've created a basic class called LightBarSequential. I have 3 blueprint objects created from that type in the level.

In the level blueprint I have an array being populated from "get all actors of type" : LightBarSequential.

I have a function called PhaseOn created within LightBarSequential that will handle the intensity changes.

But I can't get the ForEachLoop to cycle through the array of actors using the Phase On function on each element because it won't let me connect the Array Element node to the PhaseOn input node. alt text alt text

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asked Nov 05 '14 at 10:09 PM in Blueprint Scripting

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avatar image bokuden Nov 06 '14 at 11:29 AM

Ok so part of the issue is the delay node in a For Each Loop right?

Now I guess I need to manually build a looping control.

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