Preface: I have 4 objects in the scene. Two Controller Objects that each have a custom property "startTime" and two secondary objects that will receive the "startTime" from the Controller objects. This is a SUUUUPER common pattern in programming and game design, and I would like to keep it like this cause only one object should send a trigger event like a collision to tell its need to know objects to start animations. In game engines I typically also have a special property array(s) to handle linking objects instead of parenting and traversing as a note about "need to know" objects.
Issue: When I individually select a Controller object and submit its custom property "startTime" to the receiver object I get no errors. But when I perform the same in the loop system Animation Nodes provides I get Invalid Network
Below are screen shots, the loop works if the frame on "Object Action Output" is inputed from the origin object, but Invalid network if I feed it from the controller object. But if I do this outside of the loop it works fine
Question: Am I simply missing a core concept somewhere for data sharing?