The purpose of ForEachLoopForDelay (which is a custom loop) is to go through all the actor components and set them from hidden to not hidden one by one with certain time interval. So it doesn’t actually have anything to do with the timer setup. It was just necessity to get delay to function inside the loop body.
The plan is not to have player keep certain button pressed before activating the spell but to have one keep the button pressed at the very same time as the spell goes on. If released, the spell should abrupt.
I want the timer to run at the same time as the spell is being cast - no matter how long the spell or what kind of spell. That is why I can’t implement SpellTimer inside the loop but it must be outside of it.
If I can’t use Timer setup like this - do you know if there is any other way of achieving the result with the idea I mentioned earlier?
I’m wondering if I should check out how to make custom counters to replace Timer-nodes…