I’m making a timer that checks if the characters velocity has been zero for too long, at first I thought I could do this on tick, but set timer doesn’t seem to work with tick because the event after the timer is firing instantly per tick. I have an event tick going into a branch, with a get velocity checking if the character is equal to zero. If it is, the value returns true and a timer is set using SetTimer, if it isn’t, the timer is reset.
I would try using a retriggerable delay when moving. This way each time the player moves the delay resets and if the player does not move for the specified time the delay simply finishes and executes the block afterwards.
to find out if it has been “too long”, you don’t necessarily need a timer, you could save the time on tick if the object is still moving. you then compare the variable to the current time to see if enough time has passed