Oh wow that looks amazing! thank you so much for the super quick buildup.
Is it possible to combine your method with a method that allows a manual control too? so I could fire up each blueprint instanceâs emission on an audio timeline?
For example instance1, then 2, then 1, then 5 âŚetcâŚ
Thanks again for everything
EDIT: trying to rebuild my scene to mirror your setup, I am facing some super noob difficulties:
1- The âLight Chase BPsâ object that is used a few times in your BP - how do I get that?
Thatâs the blueprint. The thing with the girder meshes in.
2- The Light Off / Light On boxes - how do I get those?
Those are custom events, please see the code above.
3- The Target -> Sequence number conversion - is that array to float?
The sequence number is just an int variable in the blueprint. When youâre talking to one of the blueprints from the level blueprint, you need to drag off and search for âsequenceâ, that will give you the target node.
4- I canât seem to figure out which part of the BP is pointing to the emission\visibility parameter
There is none. I switch materials. Off = black material, Onn = emissive material.
sorry for all the questions and thank you for helping again