What I want :
There is a circle that when the character stands in, it gets less damage. When The Character is outside of the Circle, its back to normal.
What I have :
When spawning the Circle, the Damage Reduction only is up for like one Collision and then gone.
My Code :
The Character that should be effected by the Circle is the blueprint. “Event ActorBeginOverlap” is inside the Character.
Gabriel_R is the Circle that should reduce the Damage.
This only triggers the effect once. I want, that whenever you stay inside the circle you will get the effect. thats why i took the workarround with “isOverlappingActor”
The Character Enters the Circle => It gets the Buff. When moving out of the Circle, the Buff should be gone.
Means : The Character Steps into the Circle, get the Buff. Then, the System checks if he still is there, if not, it not getting the buff.
Behind that is a logic that costantly reduces the timer by 0.1 sec, every 0.1 sec (simple tick system)
My Logic works. But whenever I spawn another actor, such as projectiles or whatever.
The System doesnt recognize the overlap of the Circle and the Character anymore
If you need a timer for each pawn that exits the buff area then perhaps the buff logic should be in a component that gets added when every actor steps on the buff area. The buff area can check for the component to remove any timer or any other logic for stacking buffs, etc.
I cannot help with replication if that is part of your project. I’m sure anyone else can be of more help.