I’m still trying to learn UE, so I might have some misconceptions
What I’m currently trying to do seemed quite simple to me - I want to execute a function (applying damage) every X seconds from inside an AnimNotifyState. So I could just mark a part of my animation during which damage is applied continuously.
So far I failed miserably… Here’s what I tried (and what went wrong):
1.) I tried to use SetTimerByFunctionName in RecievedNotify_Begin and clear it later in RecievedNotify_End - This failed without any error, my function just wasn’t executed and I don’t know why.
2.) Since the call by functionName seemed a bit fishy to me from the start, I tried SetTimerByEvent - this failed because I couldn’t figure out how to define an custom event inside an AnimNotifyState-Blueprint. I figure that just isn’t possible?
3.) So I decided to try the low road and calculate it myself in RecievedNotify_Tick, storing the Delta-Time and calling the function once enough time was accumulated - this failed because local variables are not taken over to the next call of tick and it isn’t allowed to set other variables so I couldn’t keep track of how much time passed since the last function-call.
And now I’m out of ideas. So could anybody please help me with some tipps how to set this up correctly without running into another roadblock?