To be a little more specific, I have a
camera that rotates 360 degrees that I
want to – after a bit of a delay so
it can make a couple rotations – have
stop when it reaches a certain
rotation. I thought that using a while
loop might be the best way to go about
that.
Does not sound like there’s the need for Tick + While Loop. I’d use a Timeline + Lerp for this - should provide you with plenty of granular control over all aspects of the rotation:
This will rotate by specific amount in degrees over specific period of time, both are adjustable.
This is implemented in the actor itself, so each camera can rotate on its own and is not dependent on the Level Blueprint. Level Blueprint can call the custom event and trigger the camera rotation, of course.
Coming back to the issue in question, if you right click in the Level Blueprint and search for Loop, does it show up?! If I start dragging from a float and try to flow control…

… my options are quite limited here. And rightly so as little else makes sense in this very context.
