Infite Loop on Multiplayer

First of all, sorry for my English im still learning it ^^

Im making some machanics I did on single player to multiplayer (dedicated server), i have a special problem with one mechanic:

When a player falls and overlap a trygger the player stops and then he get hidden and shows a menu (Widget) only if he have lifes. No problem until there.

How it works:

I saved every position the player is on the air and saved it in a transform array and when the player is on the ground array get cleaned and no get casted until the player jump again.

When the player falls and trygger the Yes button he goes back the same way that he flies to the start point. I use a While and the UE4 says that is an infite loop why?? I tested just doing it without the While and seeing the count, the count is okay: for example start on 15 and in the end get -1 to 14. I want the While stop when count == 0 but i get infinte loop, why?

This is without the While:

Look Count:

And this works:

so i make a sequence after Do once:
1- Goes to the timeline node, when the timeline finish set a bolean
2- Goes to a branch to makke count -1 ?

I will try with a sequence

While loops only loop within the same frame/tick. Your Timeline needs to tick to progress and the “While looop” is preventing that from happening creating an infinite loop.

Instead of using a “While loop” you need to keep ticking with a looping Timer or use the Timeline Update.

This works:

This Not:

Why 0 delay make it works?

A Delay node set to 0.0 waits for the next frame. There is no need for this workaround/hack though when you have a perfectly fine ticking Timeline already. While loops like I mentioned are used when you need to complete something while a condition is true in the same frame.

but I need to repeat that timeline with many position what can I do if don’t use this trick?.

1 last thing, I make it work now but I don’t know why all clients see all the transform (Location and rotation) except the owner player that just see the location¿?¿ I trying making all the server, then the first call run on server and the timeline be multicast and all time the same, only other players see the rotation…

Hey Garner, i’m sorry for posting here, but actually i got a question and i’m really stuck, can I ask you privately on discord or any other platform?

Hey. You could send me a private message through the Unreal forums private message.