Hopefully, this external image post will show up larger, not sure what happened before. I took your advice Zeustiak and tried out the ‘For instance’ Node, which makes sense. Penguin, was of course right in me forgetting to hook up an event to drive the entire sequence.
Let me back up and try to describe what I’m trying to do in as few a words as possible. I’ve mashed together much of the blueprints from the MouseDriven Experience and the HUD setup with the health pickup from the Content Examples pack. I have a character in the center of my scene that I click on to fire off animation, sound and using health points to drive up a meter from 0 to 100. In the blueprint above, I thought I’d try hooking up the branch condition after my initial mouse-click sequence, and have it say if the Health Value was a minimum of 25 - 50 that it would do something such as set the light color to green for the sake of testing.
I’m just not really sure where an operation such as this should exist and how often it should be looking to see where the score is at. Should it be every time the user clicks the character or is that too much? Hopefully I haven’t made things more confusing.
Also, it’s worth noting that most of the blue prints exist in the Level Blueprint as I’m planning on this being a fairly small game.