How do I get grid array of cubes to scroll, despawn and respawn?

K, so I followed tutorials and created an array using the construction script to determine the max number of cubes and max rows. So I’m using this to create a grid of cube static meshes, but now I want them to move in Y direction, preferably over a timeline so i can manipulate the speed on a lerp, and once they reach too far, to instantly change transform to the beginning of the column so they can start the animation timeline over again, creating an endless repeating array/grid of cubes. (text cont. after images)

So how do i go about getting the rows to respawn? I understand that the Return Value on the Division node gives me the number of Columns, but I’m unsure how i can tell the cubes to transform to that Y location once they reach the end of the ‘animation’. I tried adding to the For Loop to create a Collision box after completed at the last columns location, but realized i dont know how to make it procedurally the same length of the rows.

I also realized I dont know how to get each mesh in the array to follow a timeline. I followed the below image i found but am unsure how to apply it for each instanced cube as their method is spawning new actors each time, not a procedural construction script for just meshes. here:

If you want to see the end product I’m aiming for, the video below is what I made in After Effects but decided it was near impossible with the render times I was experiencing so decided to switch to UE4. (video was sped up to meet image size requirements and green censor bars added to hide what are hidden within those cubes). Right now im just trying to get the endless grid part going.

337329-comp-2.gif

Thanks for reading! See you next missio- question!

You have to spawn an array of blueprint actors, it’s the only way to do it. Each actor has it’s own timeline.