You could use a gate that would close the flow to the regeneration and reopen the flow after a delay like below:
Can you remove these responses from myself. Accidently answered with my work account instead of personal account
Hi I’m making a FPS Game like Halo. I have made a regenerating shield Blueprint using a float called shield .
I would like for there be a before shield can regenerate.
You should never do game-play logic on tick especially when it is multiplayer unless if it directly effects something visual.
Why should I not do game logic on
Tick?
- Tick run at different rates depending on the hardware so it would have to be multiplied with delta- to make it based.
- Ticking functions are more difficult to debug.
- Performance will be used on unnecessary calculations.
Just use a re-triggerable delay and the shield generator can be a Timer set to looping (SetTimerByEvent)
Use [AddTimeLine][1] node. Perfect fit for that type of gameplay mechanic.
Also yeah, avoid using EventTick for gameplay mechanics.
https://docs.unrealengine.com/en-US/Engine/Blueprints/UserGuide/Timelines/Creation/index.html
I may have you wrong, but what I can tell, I would try this and work from there.
Please tell me if I am in the wrong direction.
Regards
can you show me how to use SetTimeByEvent in the answers.