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FEATURE REQUEST - Break should be able to trigger next item in sequence container regardless of child hierarchy

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Related to the standard technique for handling infinite loops within sequence containers:

I've discovered that this technique doesn't work if the infinite loop is nested inside a Switch Container. In my case, there were two infinite loops inside a switch container, each within its own Blend Container. The Switch Container was in turn was the first playable item in a sequence container. Break does not work at any point in this hierarchy - I had to bring the loop to the top level under the sequence container for a break event to trigger the next item in the sequence.

My feature request is that the break event functions to kill an item in a sequence container even if it is nested inside a Switch container.



asked Apr 11, 2017 in Feature Requests by Beatrix Moersch (1,720 points)
edited Apr 11, 2017 by Beatrix Moersch

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