I am creating a blueprint with a box collision component and two static mesh components. When finished, the intention is that the player character entering the collision will trigger different movement for the two different static meshes via two different Timelines, and when exiting those movements will be reversed.
My issue is on the reversal part when exiting the collision. Triggering the initial movements was easy enough to script because I could just chain them both off the BeginOverlap executable. Obviously that approach doesn’t work as simply for the EndOverlap executable because of the limitations on the output pins compared to the input pins. As such I can attach the EndOverlap to the Reverse input of one of the two Timelines, but I can’t link it to both.
Of course, one way around this would be to just create a second pair of Timeline nodes and have them scripted to reverse the movements caused by the first pair of nodes manually, but this doesn’t seem like the most efficient workflow. I’m sure there must be a better way to do this sort of thing, but I don’t know it yet. My question, in a nutshell, then, is what that more efficient workflow would be to get two Timeline Reversals off of one EndOverlap, if such a thing is in fact possible.
As I’m teaching myself how to use UE4 I’m trying to ensure I’m keeping with best practice recommendations and optimizing the efficiency of my workflow, so this sort of advice is a big help toward that goal. Thanks in advance if you have any suggestions.