Ah, I’m with you.
The problem is, you can’t use one timeline to control more than one item. You can’t start it for item 2, while it’s still processing item 1.
The way around is, make a BP actor that contains a custom event which takes a mesh as a parameter. All this custom event does is scale the actor, and then the BP destroys itself.
In effect, you’re spawning timelines.
Do you get it?