I’m trying to implement the magic of
lowering the enemy’s speed of movement
for a certain period of time, but I
don’t know what to do.
I really like using Actor Components for this but they get somewhat involved rather quickly. See if this approach would work for you. This script could sit in the Enemy blueprint (we assume it’s a character that walks and has a Movement Component):
- store the original speed so we can restore it later
- the
SlowDown
custom event starts aTimer
and reduces the speed - once the time is up, we restore the speed to the original value
And you would call it like so on the target:
Good luck!