Also: You only need to cast ONCE. Casting is kinda expensive if you do it that often everywhere.
Cast once and set all variables from that one CastNode Return. Even better would be having a Variable that you
fill from the Return Value of the CastNode and then using the Variable to avoid all these nasty wires.
Though make sure to use “IsValid” on the Variable, because it could be that the Character got destroyed during the time the
power takes before resetting the Players stuff.
You could also have a look at Timers instead of a delay. Just to make things cleaner.
And don’t Destroy the component. This will just get rid of the Mesh and not of the Actor.
Hid the Mesh and destroy the actor once the Power resetted the Players stuff.
Check out Marcos Romero’s Blueprint Compendium for a few awesome nodes (like Timer):
Awesome! Thanks so much for doing this, I appreciate you explaining what each node is doing, some of the tutorials I’ve been watching never really explain the reasoning behind them…
Here’s what I got. I made it respawn again after the Custom Event node… It works in game. So, I think I did it right.