Running an array in blueprints

So I have this blueprint:

Which takes my 2 actors named wall 1 and 2, and moves them 1.9 units down in world space. This blueprint works well but it has the first wall complete it’s cycle before the finished node fires, the branch stays false, and it loops back around to drive the second wall. My timeline runs for 4 seconds, and I would like for both of my walls to take 4 seconds to go down with a 1 second delay between when the first wall moves and the second wall moves for a total time of 5 seconds. Does anyone know how to go about this without using multiple timelines to drive each wall like I have here?

This one starts moving my first wall then one second later moves the second wall both over 4 seconds and with the delay 5 seconds total. I’m just hoping that there is a better way to do it instead of using multiple timelines. Any help would be appreciated.

I guess something like this

That’s real close only the 4 second timeline is just that, 4 seconds, so while the first wall makes it all the down the second is still up. The delay in this particular example just ends up taking one second away from the second wall.

Try one of these two solutions. The top uses an event track on the timeline, with the event at a value of 1 at a time of 1 second.
The second does effectively the same thing, by starting a delay.

Both solutions use a sequence and a gate which allows both doors to move on update, but only the first door in the first second.

My timeline runs for 4 seconds, and I
would like for both of my walls to
take 4 seconds to go down with a 1
second delay between when the first
wall moves and the second wall moves
for a total time of 5 seconds.

I’ve answered this in your previous question, with examples and all. It’s the second entry. Essentially, use more than 1 track, or use a vector track to drive 3 objects. 3 tracks would give you up to 9 objects. The offsets and delays can be controlled very precisely and you do not even need to reuse the timeline.

Moreover, you can even create external tracks and use them in the timeline so you do not have to go through the mundane process of setting everything up for each unique object.

They both did essentially the same thing. One wall started then after 1 sec the second wall started moving. But when they stop wall 1 is on the ground and wall 2 is still up a ways. Like so:

249953-1.png

Ah yeah, that’s right, that makes sense. It’ll probably do that unless you clamp the values, and extend the timeline to make up for the missing second. Allow me to suggest an alternative solution though.

Basically, instead of using math to move your walls down by an amount every second the timeline ticks, lerp between the starting and ending positions of your walls. The floats, the “alphas” essentially determines the percentage the object will be in transition of from one state to another. By starting the second alpha late and ending it late, you will see one wall lag after the first and arrive after it. If both alphas reach 1 at the same time, the second one will start late, but speed up so that both walls reach the end of the floor at the same time.

Just make sure you have your starting and ending points in the correct spot!

Hey nothing against you but no one else was responding to that post and your opinion/feedback was the only one on there. So I made another one to try and catch any other viewpoints that might have been out there. This post here was just simply to cover my bases. I know that you answered my question and I appreciate that but I imagine that you might agree that your answer is not the only one out there that could solve my issue either.