How to delay a loop in timeline without updating output

Hi guys, I need to create a blueprint that making my timeline looping with delay.
It works almost perfectly for me, but I dont need the update output to be working while it starting delay and then once again when it finishes it.
So basically what I want to do is:

  1. Make the timeline update material (done)
  2. Once it finished I want the material to work as it was before the timeline. (there it is)
  3. Delay after to begin it all over again

Here’s a video of my blueprint, I dont need the updating work second time while it making a delay, I need just the Finished output to work at this time. Any suggestions?

Youtube video question here

Sort of, I want it to play again and again after a delay, but it’s not a problem, it’s working, the problem is that once it starts the delay, it updates the material, so the timeline is finished but it using both outputs: Update and Finished while I want it to use just the finished route

I’m not sure i understand your question, do you want to loop your timeline everytime it finishes?

Try plugging the delay output pin into the start of whatever comes after the Timeline has finished. That way, you’ll only loop the finished section, instead of the whole timeline.

I need it to start on eventBeginPlay so I plugged it into Play from start, it working fine, but the problem is even though during the delay nothing’s happening, on the beginning of it it using an update and finished output, while I need it to use just Finished one

When the delay ends, it goes into Play from start, but that’s why it’s going through the Timeline and updating it again!
In order for that to not happen, you need to make sure that, what happens after the Timeline finished is what happens after the delay finishes, instead of Play from start. Just drag the output pin out of the delay node into whatever happens when the timeline finishes playing.

Yeah, but the thing is that I need to erase the effect of the timeline on the materials while its delaying not after

You can’t do anything while the blueprint is delaying. You can only do things before or after the delay.

Very confusing question but simple answer I am sure once you explain this better. To be honest seems like you’re just gonna need to make a separate execution path to “reverse” the timeline. OR not use a timeline at all…possibly something else will work better for your purpose. What exactly is happening or what do you want to happen. What kind of “update” specifically are you performing on the material?

Well I’m trying to create a thunderstorm, so I need a curve over time to adjust the brightness and intensity of sky material, I simply created a timeline, put all of the adjustments into the update output, and once it finished I made a random delay to repeat it, but it updates a material three times, once it begin to play, then when it begin to execute the delay and one more when it finishes the delay. I dont need the second one