Description -
I am trying to create a health system where the player’s health will slowly decrease unless they are in specified areas that will increase their health. (I am using this as a hypothermia system, so if the player is away from a heater, they will get cold, when they are close, they will get warm.)
How would I be able to pause the health timer, and slowly increase the players health, when they enter this collision space?
Problem - I have a timer set up so that I will slowly be decreasing the player’s health at at Event Begin Play and when I walk into a Trigger Box, I get a boost of health. The timer does not pause when the player overlaps with the collision and just gives them a boost of health.
Health Timer Blueprints
Health Depletion -
I have set up a few functions to work through the system so far, On event begin play I call the Set Health Timer that holds the Deplete Health function in Health Timer Name.
Adding Health -
Here I have a check to see if the timer is active and set to add health to the player if that’s the case. I have tried different methods of pausing it but I can’t seem to figure out what I would need to do. I then call the Add Health function in the Level Blueprints from an OnActorBeginOverlap