I have been trying to find a way to do damage over time when a capsule hits an AI character, but I have yet to find a way to do it. Anything will help me with this
Have you looked into timers? You could have damage being applied while a timer is active and then stop when the timer ends. Something to look into at least.
Was wondering if you could give an example of this
At work, but here’s some documentation that should do something similar to what you want.
Well, per second you could do TakeDamage( damageAmountPerSecond * Time.deltaTime ) or how it’s written, you’re working in BP so you should call TakeDamage on tick when you want the damage to occur. Does that make sense?
Basically this would be? begin overlap -> Start timer looping -> if end overlap or after set time -> clear and invalidate timer?