# How to delay only the first hit?

**URL:** <https://forums.unrealengine.com/t/how-to-delay-only-the-first-hit/2701022>\
**Category:** Programming & Scripting\
**Tags:** unreal-engine, Blueprint, question\
**Created:** [February 19, 2026, 6:00pm UTC](https://forums.unrealengine.com/t/how-to-delay-only-the-first-hit/2701022 "2026-02-19T18:00:44Z")\
**Posts on this page:** 4\
**Page:** 1

<div class="post-metadata">

**Author:** ![UkkosDuck](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@UkkosDuck](https://forums.unrealengine.com/u/UkkosDuck)\
**Post date:** [February 19, 2026, 6:00pm UTC](https://forums.unrealengine.com/t/how-to-delay-only-the-first-hit/2701022/1 "2026-02-19T18:00:44Z")

</div>

Hello! I asked this before but I’ll do it again! So I have this problem where in my “3 piece combo” the player can just spam [Left Mouse Button] and the animations will overlap (cancel out the previous one and instantly begin the next)

TLDR: I’d want the first hit to come out when I click [Left Mouse Button] but the second and third to have a delay between them.

Any tips are appreciated! Or If there’s another way to do this.

(Not sure if this picture helps but I’ll send nontheless)

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/c/2/d/c2d097307b4e8a9df5df51ce3e728c5625084fee.png)

---

<div class="post-metadata">

**Author:** ![Thunderpwn](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Thunderpwn](https://forums.unrealengine.com/u/Thunderpwn)\
**Post date:** [February 19, 2026, 6:21pm UTC](https://forums.unrealengine.com/t/how-to-delay-only-the-first-hit/2701022/2 "2026-02-19T18:21:57Z")

</div>

> [@help with combo attacks.](https://forums.unrealengine.com/t/help-with-combo-attacks/149029/2):
>
> Hi @Ellessarr Here an example of a combo system with timer and hit, with 1 button. I am using a simple integer and making all attack set the same timer, But you can make an array of float and grab a different time for every attack , taking the Timer-Array get “Atk\_number”. Input Attack will call the event ComboCheck, then he will call the Attack N 0,1,2,3,4 You can always start the first attack then a timer is set , if you are too slow, the next will be another first attack, If you hit in…

maybe some help in this thread

---

<div class="post-metadata">

**Author:** ![UkkosDuck](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@UkkosDuck](https://forums.unrealengine.com/u/UkkosDuck)\
**Post date:** [February 19, 2026, 9:13pm UTC](https://forums.unrealengine.com/t/how-to-delay-only-the-first-hit/2701022/3 "2026-02-19T21:13:16Z")

</div>

I checked it out and it was outdated, I decided to make it into a “2 piece” combo instead, as it would probably be easier + fits for the “quick attack” idea. Now I have this problem where:

1. The attack animations don’t go together well (After first swing, it takes a second to do another one)
2. It actually never “resets” the “Flip Flop” so if I swing once, the second time I swing it plays the second swing animation instead of beginning from the first one again. ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/f/b/c/fbc6b2a1f2e168a52da47d77e99ec24bf34f2318.png)(Tried to do this myself so code is definitely faulty, any tips would be a huge help!)

---

<div class="post-metadata">

**Author:** ![ShadowBr0kerz](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/shadowbr0kerz/32/1201558_2.png) [@ShadowBr0kerz](https://forums.unrealengine.com/u/ShadowBr0kerz)\
**Post date:** [October 21, 2026, 9:28pm UTC](https://forums.unrealengine.com/t/how-to-delay-only-the-first-hit/2701022/4 "2026-10-21T21:28:16Z")

</div>

flip flop is the culprit here, it just toggles forever and has no idea when your combo ended, so the next swing starts on B. thats normal for that node, its not made for combos.

the simple pattern is an integer combo index instead. on click, play montage by index 0 or 1, then set timer by event for the reset window. if another click lands before the timer fires, increment index and clear the timer. when the timer fires, reset index to 0. also use a boolean isattacking with do once so spam clicks during a swing dont overlap, and reset it from the montage end event or an anim notify.

that way first click always starts at 0 after a pause, and fast clicks walk 0 then 1 without overlapping.
