Delay node never finishes

I have a very simple piece of logic in an AHud-derived blueprint (BP_RiverHUD), shown below:

The OnWake event is bound as part of the BeginPlay, and is called occasionally (certainly not within the 3 seconds of the delay).

95% of the time, this behaves as expected. However 5% of the time the delay never returns: i.e. I get the “HUD OnWake” string printed to the screen but not the “HUD Delay Finished”. And this breaks our game because the player no longer has a HUD to interact with.

There is definitely a lot going on in the delay elsewhere in the game (including saving the game, for example) and potentially even stuff in this blueprint. BUT, I find it completely perplexing that this delay should be failing in the way, and can’t figure out what’s going on.

I also can’t find any particular repro steps. My testing has consisted of sleeping in the same location many times and once in a while this will happen.

EDIT:
I have now been able to observe the faulty behavior while debugging: the delay node is triggered, a count appears above it and then abruptly disappears part of the way through.

I have the sam epoblem

I have the same problem, where nothing after the delay happens

I am not sure what you doing before this function with delay are be called but you can simple recreate this situation (look picture) maybe this will help you :confused:

… you are aware that you Destroy the Object right? Expecting something to execute that you literally deleting out of existence makes no sense :stuck_out_tongue_winking_eye:

In your case yes =)

yes and maybe thats the problem of them

For me the nodes after delay are skipped. Not always but most of the time… Delay problems has happened to me many times before in the engine. Why?

You can only destroy a component inside that blueprint where it’s added.