Loop doesn't work
It hits the Delay node, obviously.
Use a Timer instead if you want something to ping-pong or a Timeline if you want a smooth transition.
answered Jan 02 '19 at 08:24 PM
The way the Delay node works is this: when you launch the countdown, you can't call the Delay node again until it has finished the counting. If you call the same Delay node again while it's still counting, nothing happens.
In your case all 100 iterations occur within those 0.5 seconds, so yes, your Set Scale to 8.5 only works once. The Set Scale to 10 works 100 times, but you can't see that, because nothing actually changes. The way I see it from your BP, you can make an actual loop to make it work, like this:
If you really need those 100 iterations and not continuous pulsing, you can add an Int variable and increment it at each iteration and check if it's == 100.
Or, as the esteemed @Everynone mentioned, use a Timer:
The result will be the same. Just make sure that the Timer's Time is longer than the delay by some fractions of a second, for you to actually see the result.
You can also follow this tutorial and actually create a "delayed" for loop. This one shows you how to modify the "for each loop" to have a delay but the principle is the same. I have attached a screen shot of the for loop with the modification you'd need to make. So instead of copying the for each loop macro into a custom macro, copy the for loop and hook everything up as you see below. Works just as you intended :)
answered Jan 03 '19 at 05:12 AM
Nebula Games Inc
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