so if I am understanding the situation correctly this is a single trigger that will have multiple actors all perform the same animation in order but all offset from each other?
constantly quarrying the bounds of the array can get computationally expensive in blueprints, so instead of manually iterating over the array the maybe a ForEach Loop
and instead of having to call ObjectArray.Get()
you can just take the element from the ForEach Loop
I added the isValid just to make sure that it isn’t current null/none which would cause a crash in best case.