I figured I could do without casting (I know very little about it). Guess not. I used the variable BP_6DOF_Pawn_C (a reference to my BP_6DOF_Pawn blueprint class) instead of casting.
Doing a Delay in an Event Tick doesn’t seem right to me.
The “right” way to do countdowns, is to determine a at which the countdown is done.
For example, on Event Begin Play, you might want to get current game in seconds, and set the "target " to that value + 3 seconds.
Then, inside Event Tick, you get the current game in seconds, and subtract that from the target . If the value is zero or less, you are “past” the . If the value is greater than zero, you have that much left. To display it, you probably want to round it using “ceiling” and truncate to an integer.
Also: you’ll want the “false” output of that branch, not the “true” output. Slight bug If this answers your question, please check the “accepted answer” checkbox.
Thanks a lot jwatte, your method works great (the is checked multiple times in every frame, solving the issue of going “too fast” in relation to the game during performance drops), but I still need to relay that information to the umg countdown I created. Can I get some help with that?