[4.7]Is that how Delay node is supposed to work?

I’m quite new to Unreal, so I decided to play around with variables to see how to use them here.

I created this sequence to set P_Energy_Max each time player levels up, to increase max energy levels with each level up, but I noticed something strange happening to the energy when the blueprint is executed. I then created simple GUI to show me variables on the screen and then I saw that each level up player gets over +300 to energy. I assume that this is because sequence does not stop at delay node, instead it stops before it executing set node over 300 times.

So is that intended behavior?
If it is, what’s the alternative way of setting delay after set node?

Why would you place this inside of your Tick event? You should create a new event for level-up and place it there.

For the level up system I followed a tutorial on Unreal website. Their fault. But I know what you mean, I’ll change it later. Note that I haven’t even named the functions because I just wanted to learn and finish the tutorial. This project is going to the bin anyway.

I mean that Tick function is firing up every frame and what you get is basically incrementation. Every frame you get your value of Energy and add 1 to it. And the logic after your delay node is only fired every 5 seconds.

Yeah, I thought that whole sequence has to finish before tick activates it again, I was unaware that a sequence can be active multiple times at once. Thanks for the help, I’ll do some research to try and fix this.

No problems, glad I was able to help. If you’ll need further assisstance in setting this up just post here again.