Event hit removing all health

I’m using event hit to remove health from the player when they collide with an enemy. This works but removes all the health from the person as it is running the event a lot per second, is there a way to delay the event once it’s been triggered or any other way so that the players health isn’t removed all at once?

This worked great. Thanks a lot!

You need to show us how you’ve done this (in code or blueprint). If you have taken your event dispatch and executed logic in Tick, then maybe that’s why your Health is reduced so much; it’s happening every frame. So no delay necessary, just create the event’s logic outside of Tick. Otherwise, provide more details so we can see what’s going on.

At the moment, your player is losing health on hitting anything.

That’s what the cast is for, to check if you player did actually hit an enemy.

You can also limit the amount of damage that can happen using do once:

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