I know this has been answered. But as a newbee I found the following alternative solution to this problem.
I set an timer which is looping (In this case it is triggered by event begin play, but could also be triggered by anything else) which calls the custom event “ShootingLoop”. Inside the ShootingLoop i then spawn the projectile etc. The fire rate is controlled by the time node on the timer. See screenshots.
However If I spawn multiple projectiles this way I have the feeling it eats a lot of ressources. Can someone with a little more experience explain which function is more expensive etc.?
Cheers!