Fixed it myself by tinkering for a little bit, this fix does work properly however I’m not sure if it’s the most efficient. If anyone comes up with a better or different solution are welcome to answer and I’ll mark their response as a solution respectively.
that’s what’s going on, if the success is true it ends and goes to “completed” if it’s false it repeats to try and get it right the second time if the random generation went wrong somewhere
Yes, right now it detects all pawns but I’m working on that now.
Stay away from tick. Better to convert that to a function and setup Set Timer by Function Name set to looped and set like a 5 second interval for tests.
The most optimal way would be to bind an event dispatcher to the bug (if they are only around the player in the form of familiars) and bind that dispatcher to the player. Then on the bug death you could call the dispatcher so that the player knows a slug has died.