Yup, cascading branches and so on. You can also disable tick or slow it down - Tick Interval in the class defaults.
There are many ways of handling flow control.
You can add/remove components to/from actors, those components can have their own tick and methods. You can have a component that causes the character to bleed (it will tick once per second handle all blood related mechanics and visuals).
A component like this can be given to anything that can bleed from now. A chunk of reusable behaviour with its own tick so you do not muddle the main actor.