How do you loop an event?

Hi how do you loop an event to repeat once it finishes.

In the pic I want the bobble to loop, any ideas how to do this?

How often are you wanting it to loop? Do you want it to cycle once completely and repeat? You could setup a gate to loop it and then a custom event to stop it if you needed to stop it. Like this:

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Hi there thanks for your reply, I would like it too loop and repeat indefinitely.

The setup I pasted will loop indefinitely and repeat at the interval set in the Length Float it will loop until the stop function is called. So if your entire shake happens over .5 seconds set it to .5 seconds if its a .2 second camera shake set it to .2 and so on that way it completes its cycle and starts over.

Hi that works pretty great. Unfortunately there is a little more to my blueprints, is there a way to switch the bobble, but also turning the retriggable delay off on the other bobble?

To stop one and switch you would call the custom stop function on whichever you want to stop, you could add a branch between the retriggerable delay and the gate and have the bool value set on switch so one would go true and the other would go false. The flip/flop is in place already the bool could be set to true or false there and then checked by a branch after the delay then when it fires false it stops the loop of the delay and gate.

Don’t forget to mark this as resolved/answered.

I will mark as resolved/answer once I do it. But still having some difficulty, if you can show another pic of this I will mark as resolved.

Sorry, thought you had enough to run with it, here is a more detailed version screenshot.

No I haven’t yet, unreal crashed so getting round to it now.

Did you get it working?

Ouch! sorry to hear that.

Thanks for your patience, in the middle of making it the same as you have done. Ill get back asap! :slight_smile:

Thanks that works perfectly!

Awesome! One less thing to worry about.

No but you can create a custom event and have it fire on begin play

By any chance is there a way to create more than 1 begin play event? As when my game starts my character moves automatically, but I’ve to press M to start the shake atm.

Yeah have that button fire the custom event to stop them both

No particular way to do it just call the events the same as they are called during the switch only call them both to run them both:

Oh ok sweet, I just noticed a sequence can work to fire multiple things off at once.

Is there a way to stop the head bobbling, completely by pressing a different button?