UE5 For each loop with delay

Unreal Engine 5 (UE5) is the latest iteration of the popular game engine, and it comes with a range of new features and improvements. One of these new features is the For Each Loop with Delay node, which provides a way to iterate through a list of items with a delay between each iteration. In this blog post, we’ll take a closer look at how to use the For Each Loop with Delay node in UE5.

First, let’s create a new blueprint. In the Event Graph, right-click and search for the “For Each Loop with Delay” node. Drag it into the graph and connect it to the Begin Play event. The For Each Loop with Delay node has several inputs that we need to set up.

The first input is the Array. This is the list of items that we want to iterate through. For our example, we’ll create an array of strings containing the names of some fictional characters.

The second input is the Delay Time. This is the amount of time that will elapse between each iteration of the loop. For our example, we’ll set the Delay Time to 1 second.

The third input is the Output Index. This is the index of the current iteration of the loop. We’ll use this to print a message to the screen each time the loop runs. To set up the Output Index, drag out from the loop’s output pin and search for the “Get” node. Type “output index” in the search box and select “ForEachLoopWithBreak_OutputIndex”. Connect this to a “Print String” node, which will print the current index to the screen.

The fourth input is the Current Item. This is the item that we’re currently iterating over. We’ll use this to print the name of the character to the screen. To set up the Current Item, drag out from the loop’s output pin and search for the “Get” node. Type “current” in the search box and select “ForEachLoopWithBreak_Current”. Connect this to another “Print String” node, which will print the name of the character to the screen.

Finally, we need to set up a condition that will cause the loop to stop. In our example, we’ll use the “Equal” node to compare the Output Index to the length of the Array. When the two values are equal, the loop will stop. Connect the output of the “Equal” node to the “Completed” input of the For Each Loop with Delay node.

Once you’ve set up the For Each Loop with Delay node, compile and run your blueprint. You should see a message printed to the screen for each character in the list, with a 1 second delay between each iteration.

The For Each Loop with Delay node is a powerful tool that can be used in many different ways. For example, you could use it to spawn objects at regular intervals, animate characters over time, or create a countdown timer. With a little creativity, the possibilities are endless.

In conclusion, the For Each Loop with Delay node is a useful addition to UE5’s arsenal of tools. It provides a way to iterate through a list of items with a delay between each iteration, making it perfect for a wide range of game development tasks. Whether you’re a beginner or an experienced developer, the For Each Loop with Delay node is an essential tool to have in your toolkit.


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