I have a vehicle that carries a hitbox in the front.
Objects that overlap shall elevate 3 meters above the ground and then vanish.
At the moment, if i use a timeline, then the timeline plays down one time and after that all new items just snap to the end position of the timeline instead of getting their own timeline and lerp.
How can i aply a transform over time for each element seperatly?
Sadly there is a lot more down the rabbit hole that hinders me in making it clean OO like you said but at least each BP now manages its own timeline.
in my project the player can collect the foliage. for that i destroy the instanced foliage static mesh and spawn a bp one to transform it with a nice animation. this question was the solution for this last part.
i will definitely be back sooner or later to change the whole project from “if A then a ELSE if B then b ELSE if C then c” etc etc to a clean OO layout.
But for the moment this worked out nicely. Thanks a lot!!!