Delay time in Construction script

I’ve created a blueprint class with a spot light and that the visibility of the light can be triggered with an trigger volume, I’ve dragged multiples instances of the blueprint class in my scene, I went to the construction script for that blueprint class to set different colors and intensity for each light, but I also want to make a delay node so that if I enter the trigger volume box in game play that every light instance can go on in a different time ( like a pattern ) Light intensity must stay the same but I only want to change the time visibility for each light in my scene. How would I achieve this?

ps. sorry for bad english

You can’t have delay inside functions.
Construction Script graph is a function.

Thanks for the reply. Just to make sure… So I have to make a delay note on each of my Blueprint Classes to tell them when to toggle visibility? I only use one Trigger Volume for all my lights, and I want to make that bat cave kind of effect.

Never mind I’m an idiot! Manage to fix my problem. Don’t know if there is a easier way but I had to copy my light components ( in my Blueprint Class viewport ) paste it and move it to another location in the same viewport.
And here is a image of my blueprint for my Blueprint Class Component.

Okay, so I am dreding this up only because I get errors on construction for setting certain materials and or mesh off of a construction script as it brings back a nul reference because the construction script is run first, and I thought people might like a fix for it. You can put a delay in a construction script via a custom event call in the Event Graph, then call that custom event from the construction script. This is an example of how, and it works to get rid of the Nul ref, caused by lag on your machines when creating an actor it game via code.