Cancel an event or remove the event that was triggered by using another blueprint

Yeah, one cannot, not explicitly. Delay is inevitable unless the actor dies :exploding_head: You do have options, though:

  • a Branch that uses a boolean variable to control what goes through:

  • a Gate that is open by default:

  • a Timer (we’re not using Delay at all):

Any other BP (the medkit) can use the handle to clear the timer.


I have a blueprint set up to cause fire to attach to the character I have

Depending on the complexity of what you’re building, consider looking into Actor Components. For example:

  • a fire component can contain the entire logic describing what it means to be on fire and all the behaviour that goes with it
  • a component like that can be dynamically spawned on any actor and will affect it
  • using a medkit would mean destroying that component

Think of it as of modules of functionality that you can add and remove from actors.

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