Generate objects from a group and automatically positionning them one after another?

Hello everyone !
(and sorry for the kind of double post)

I was trying to operate a loop that creates an object from a group and position it right after the last one, for each sequences. (like putting down dominos)

As you can see, i create my first object at the beggining of the scene and use an incremental logic to define which one is the last one.
Then, with a timer, I tried to make it so that every second an object from the same group is created and positionned from the coordinates of the last one.

Unfortunately, this method work chaotically : sometime a barrier will be placed after the other like intended, and another time they will stack themselves.

I can’t see where is the flaw in my logic…

You can assume right now i have some money in my wallet
Can you tell how much i do?

And that is exactly how reading object variables from objects that does not exist work

Another thing
You had good idea with making scene variable Fence_Incrementation
Wrong idea of not using it in create at some position

Bullseye,

I replace the above by :
help_2

And now I got what I wanted, thank you.

I really thought calling the X() of the group + the condition to isolate the last object would indeed pick the parameter of my last object from this group…

One last thing before I fly away, can someone now explain to me why the event doesn’t work when I get rid of the condition ?
I don’t understand what in :
“at position 516 + Fence_Incrementation * Barriers.Width() ; 320”
need :
“Fence_Number of Barriers = Fence_Incrementation”
to work ?