Hi - so I looked a bit further.
I think you might have more joy if you change MakePathTransition to only return an exec pulse if the path actually changes. That way you only get to restart the timeline when something is different.
If you want to make it happen after some delay, two ways come to mind:
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Count elapsed seconds. You can use GetGameTimeInSeconds and store it in a variable, when the difference is > 2, then call the node.
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Use a timer by event node like I did. Have nothing on the right of the timeline ( except moving the mesh ). When the timer triggers you call recalculatepath and stop and restart the timeline:
If you do this, you can remove everything except the mesh movement from the timeline.
I also have the strange cube-stop effect, am looking at that…
