Alright, the process for adding a delay to the Tower Selection Menu is very similar to the previous solution. So basically when you start a level, what happens is that the BP_GameMode class requests the HUD to display the Loadout menu. Since this is handled through a function in the Player HUD blueprint, you will have to add a delay before calling this function. But adding a delay creates the problem of letting the player send input to the player character which is probably not desirable. There are two ways to prevent this: either by spawning the player character manually after the delay or just pausing the game during the timespan of the delay. Since the toolkit spawns the player character automatically, I’ll show you the second approach.
Create a custom event within the BP_PlayerController class. Add a ‘Set Game Paused’ node followed by the delay & then use the pause node again to unpause the game. Now call the ‘DisplayLoadoutMenu’ function from the player HUD class. The last step would be call the new custom event from the Game Mode class as shown below:
