Delay breaks ForEachLoop
In this image, I have a ForEachLoop that fires functions that the actors in question posses. The ForEachLoop does correctly fire "Update Goal" and "Update Target" but once it hits the delay (which gives the actors time to rotate to face their target) it breaks and doesn't fire the last function.
Any idea why this is happening?
asked Apr 29 '16 at 12:23 AM in Blueprint Scripting
A loop is meant to run all of it's cycles within a frame, adding the delay stops that from happening. Effectively breaking the loop. I'm surprised it doesn't crash when it hits that loop. What you could do is something like the below script.
Full Res: http://i.imgur.com/m5usDPH.jpg
This will run the cycle 5 times with a 0.2 second delay between them.
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