I have created an object that is moved on an onactorhit event using timeline. It works perfectly fine if I have a single instance of the object.
The problem occurs when I have multiple copies of the objects running. If an object is hit whilst the first timeline is already running the first timeline stops dead and the new one executes never running “finished”.
If I only “onactorhit” after each timeline has completed then there are no issue.
You’re not really using the timeline here. Generally, you want to create a float track [(double click the timeline)][1] that will work as alpha, and prepare data ahead of time. This will give you the most consistent results:
I’ve updated to the following blueprint. It works fine if I object at a time but if one object is moving when I collide with the second object then the first stops in location and the second start moving if I then hit a third object while it’s moving the 2nd one stops.
Interesting the “finished” node seems to run when I hit play (prints that “nothing” was destroyed). Only the final object touched actually reaches “finished”
I managed to stop the finished node stop on a new execution by turning off the autoplay and lastkeyframe options but I still get the stopping issue if two or more collide events occur simultaneously
I’ve built the project as a 2d scroller. The object itself is an animated start that turns (flipbook object). The event is triggered when the character (a sprite) walks into the star through an onactorhit event which is in the animated star (the object ended to move up and off the screen - when triggered)