The exec chain is … Event Begin to a repeat calling an event that creates a component, and at the end of the event to call a timer to destroy the component just made.
Thing is when the repeat ends so does the timer. So I need to make the timer instanced and independent ?
Have you considered having each component set a creation time using ‘Get Game Time In Seconds’, setting a destruction time with the same node and a float+float, then using a ForEachLoop + Branch checking whether each component which has a timer should be destroyed?
If you could explain the gameplay mechanic this is for it may be easier to help.
I did use a separate branch before using a looped delay to destroy the component and this does work but then changed my mind. Instead of one event to create the component and separate timer to destroy I want to set a timer once the component is created to clear up after itself.