Alright, was able to fix it. Here is what I had to do:
- The input that was triggering the ability was on “Triggered” pin - this gets called every frame you are holding down the input. This was causing multiple of the same ability to get called, thus stacking the “Wait Gameplay Event”. So when the event was finally received it would apply all the stacked responses at the same time. So switching it to “Started” fixed the every tick problem
- Add a tag to the Ability Tags section and also add the same tag to the “Cancel Abilities with Tag” section. This way only one instance of the ability will ever be active no matter how many times you click. Since the ability has that tag it will cancel all previous instances so only the current one ever activates.