FOR loop

The FOR loop node iterates through a numerical range from a minimum to a maximum value, triggering actions or calculations at each iteration. It is the primary engine for creating repeating logic, timed counters, and smooth procedural animations.
When to use this node:
* Gradual Transitions: Driving a smooth fade-in or fade-out for lighting by using the position output to gradually increase intensity.
* Timed Events: Utilizing the autoTick property to run logic at a fixed rate. In this mode, the loop progresses at 25 ticks per second (one tick every 40ms), allowing for precise timing based on the game engine's internal clock.
* Scanning Logic: Iterating through a series of indices to check conditions across multiple sensors or data arrays.
* Automated Animations: Creating "ping-pong" effects by enabling reverse direction or reverse on restart, causing a value to oscillate back and forth between two points.
Pro Tip:
The position output is extremely versatile. Connect it to a MAP or Lerp node to translate the current loop iteration into complex physical movements or color shifts in real-time.
Connectors in
- min [type: variant]
- max [type: variant]
- step [type: variant]
- tick [type: action]
- restart [type: action]
- autoTick [type: bool]
Connectors out
- position [type: variant]
- onChange [type: action]
- onFinish [type: action]
- finished [type: bool]
- running [type: bool]
Node properties
- auto restart [type: bool]
- auto tick [type: bool]
- intervalInTicks [type: integer]
- max [type: integer]
- min [type: integer]
- reverse direction [type: bool]
- reverse on restart [type: bool]
- step [type: integer]