I’m trying to animate the death of an actor in my Level Blueprint, by calling the Animate_Row_Death EVENT (custom event set up in the blueprint of BLOCK_ROW_PARENT), then immediately calling Destroy Actor (assuming that the event will fully finish executing first, before moving onto the Destroy Actor node). This can be seen below:
However, what appears to be happening is that the Event is firing in its own thread (or maybe the timeline is what begins the separate thread), and simply continues along its original execution path (shown above) in the Level Blueprint, which just deletes the actor:
I would obviously want for the timeline animation to finish, then have the Level Blueprint continue its execution path. Are there any workarounds to this? I can’t reference the Level Blueprint from my Block_Row_Parent BP, so firing off an event from within my blockrow parent is out of the question (plus, its a little dirty, the row shouldn’t communicate with the level BP). Could someone either provide a quick example or point me in the direction of one please?
Thank you very much, any help is appreciated!