GAS: How to extend a gameplay cue duration when an effect gets added

The title is a little vague, so let me give you an example!

I have an effect GE_Fast that has a duration of 5 seconds, adds 10 to the speed, and trigger a looping cue VFX (for now the VFX is just a cube placed in a GCN_Looping).

If I apply the effect once, it works nicely, the speed stats increase, the vfx shows up, and after 5 seconds, the stats decrease, and the vfx disappears.

But, if I apply the effect more than once, the stats works correctly (+10 and then -10 after 5 seconds), but the VFX disappears after the first effect instance terminates:

  • initial state → (speed = 600)
  • :watch:00:00 → apply GE_Fast (speed = 610)
  • :watch:00:03 → apply GE_Fast (speed = 620)
  • :watch:00:05 → end of the first effect instance (speed = 610) :lady_beetle: VFX disappears :lady_beetle:
  • :watch:00:08 → end of the second effect instance (speed = 600) I would like the VFX to disappear here instead

In this video you can see the problem, the speed stat is displayed on the bottom left.

What I want, is for the vfx to stay as long as one GE is active, something like updating the looping cue remaining duration. But I don’t want multiple cue instances, if I apply the effect 10 times, I want only one cue instance. The reason is that in the end I want to have the same visual VFX for different Gameplay Effects.

I tried playing with all settings available, including with stacking options, but didn’t manage to achieve this. Any help would be appreciated :slight_smile:

Here is the GE

Here is the GC