Offsetting rotating obstacles

The only thing that I saw that was accurate was the pic with the timeline and Lerp 300 variable. You dont ever have to use event tick. If all beams are not setup in the same BP, but are all on the same level I would add function on the Level BP for all of the beams, using the timeline method I mentioned. The only difference is the tick, instead, and if lol, you want the beams to react to something I would create a box collision on the level that enabled a “Set timer by function” and use that to make the area with the beams ‘Active’ at that point the tick from the timer you can use to do whatever, and then cut the tick off with a pause or stop all timer by whatever when the actor leaves the collision box. This way tick is only when you want, and you could control the timing of the tick. “Set timer by function” or anything else is always better than tick. IE, I have fans that spin on a timeline in the same exact way as mentioned, but that timeline only works when I walk into the area where I can actually see them. Using a multi gate and creating a loop with custom events and delays on entering a collision works better than tick as well. Cheers, this is all just my honest opinion nothing factual.