Play timeline inside loop
I have an array of static mesh components, for each object i need to move it from it's current pos to another pos in 0.2 seconds, so i wanted to do something like a foreach loop and lerping the positions with a timeline, the thing is the loop doesn't wait for the timeline to be finished but i need it to.
I have tried putting the timeline and the set relative location inside a custom event and then calling the event from the loop but it doesn't work, i mean, i don't see the components moving.
asked May 01 '15 at 11:03 PM in Blueprint Scripting
Because there is only one instance of your Timeline. You're telling one time line multiple times to play from start.
The right solution would be this:
Replace everything after the foreach loop so it fits your needs.
I know the post is a bit old, but I wanted to know, how could I add a delay in this setup so each objects use the same timeline but at a different frame ?
What I want to do is simple, I have 10 objects, I want them to move to a location at a different time. I don't want to create 10 timelines + 10 delays as I will have more objects later ( maybe 50 ).
Many thanks .
answered Mar 26 '16 at 06:50 PM
Put delay node inside of for loop and create new macro...
Also you can watch unreal engine trainings which Zac Perish teachs on youtube.
answered Feb 03 '18 at 06:41 PM
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