Not sure why it’s called multiple times, but since tombstone is on the false execution path from the isdead? bool branch, it might be glitching out due to the delay node. Try only calling Tombstone event from the true pin on that first branch?
I just tried that, but it still manages to get three inputs out. I’m sure it’s just doing this because it’s going off of an event tick, but I’m not sure how I would call that the tombstone event when the health bar hits zero without an event tick.
Checking health for death in tick is usually fine, might just be some weird conflict in the sequence. Might be easier to debug if you let the actors handle their own health and use Apply Damage in the level bp?
All my characters use some variation of this AnyDamage event:
And die only calls once. Ignore wires going offscreen to the right, they’re notifying ai controllers of the damage event and such. If your actors tracked their own health, you could simplify the level bp a bit.