I am having some issues with my Health update and Death system.
When receiving Fatal Damage bringing health to be equal or less than 0 in the HealthChanged event, the Dead tag from my gameplay tags is added to the character who received fatal damage.
Another listener looking for the Dead tag triggers the PerformDeath event when it is detected. Now the first thing this event is supposed to do is Unbind the previous event so that it stops listening for changes in Health, however while it does work, it is not taking effect until after the animations plays. So the Dead actor can be hit and the animation start will just be repeated over and over until the attacks stop and the listener stops working.
A quick edit to this,I had a chain of attacks go on long enough to find out it is also taking effect after so much time passes even if the attacks keep going.
What I need it to do is fire off right away so that the animation just plays uninterrupted as intended. I know it should work like this as I have seen it in action from other people using this system.
For reference this system is from the LeafBranchGames Death video in his RPG series, it was made in UE4 where as I am using 5.4 which is the only thing I can think of that might be causing this to not work properly, if there is a change that occurred somewhere in the versions.
I have some work arounds I could implement but I want to avoid having to do checks on every single hit to see if the Dead tag is already in place to prevent another one from being added to avoid the issue, as I do need the stacking of tags for other systems.