I have an actor which is just an object placed in the world. It has sphere collision and when the player begin to overlapp the sphere collision it starts to heal him and give him mana as well. The problem tough it works as long as i dont attack if i attack it just stops to heal and i need to get out of the collision range and get back to be healed again.
What can be done to make this continuously running and healing no matter what the player does. As long as he is in the close range of it this should not intterupt no matter what…
Here is the BP is pretty simple one and it loops with just a delay node at the end.
Anyway i cant set the delay node in a function and it was at the end which loops the heal rate and i had delay node on the emitter so it has timing which emitter spawns. Now i cant use both or is there some workaround to make it loop ? As of right now there is no looping and i just get healed once and thats it have to go out and back in to heal again
That might be it sounds logical those projectile leave the collision. I just tested with another skill i had a movement skill and when im in the circle area this skill do not interrupt the healing.
What can i set on end overlapp so it only count the character when he gets out and ignore all the rest ?
Nevermind i fix it i had to put this “is in range” boolean to true up there as well. Now everything works as it should. Thx i will mark the solution with the function timer above that seems to work now