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?

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.

Thank you! I’ll try this tonight!

You say this like it should be obvious. This looks like a bug to me. The design of the blueprint system seems to imply that this should work, and no where that I can find, other than this thread, mentions the inability to delay inside a for loop.

I don’t mind bugs in an engine, but undocumented, secret and arbitrary “features” like this are extremely aggravating.