A blueprint that only works so long as you're overlapped with trigger and CANCLES events after leaving trigger

So i’m currently working on a class project to create a racing game with hovercars. (i’m one of two students working on blueprints) So far i’ve got the car itself working for the most part as i want. I also have a check point system and AS of right now i have a starting blueprint that sends me back to the last check point i passed through when you leave the track for 5 seconds. However I can not figure out how to cancel the 5 second count down if the player gets back on the track, and i also can’t figure out how to prevent the blueprint from firing off multiple times (since the countdown doesn’t end if you leave the trigger box if you re-enter the trigger box it does a double count down causing the player to teleport twice)

I know i need to use a bool somewhere to check if the player is currently overlapped post initial overlap but for the life of me i can’t figure out where i should put it. Also should i be using the OnComp EndOverlap node alongside the BeginOverlap node? I’ve been doing some blueprinting for a while now but I’ve honestly only ever done very very basic stuff like doors requiring keys, learning how to set up my own basic controls from scratch, spawning physics objects when opening a chest, etc. This probably seems far simpler to everyone else and probably on the same level as the previously mentioned blueprints I’ve created so far but this is still new to me.

Edit: I’ve already searched for a solution on google and the UE forums for the past few hours and the only thing remotely related to this that i could find was disabling blueprint nodes temporarily which is fine if i understood how to do it but i don’t and even then I don’t think that’s an efficient work around and would rather learn how to do it properly.

Edit2: On a side note I was also wondering if it’s possible to reference an instance of a blueprint placed in a map different from the one currently being played? Like the racing game prototype we’re making is showing off 4 different points in time using 4 different maps and opening a gate at the end of each section of track, the check points would either be placed at the START of each section or in the middle somewhere of each section of the track and if you hadn’t passed the next check point yet going out of bounds should send you to the previous check point but it doesn’t it just sends you to the location the transformation coordinates were set to last on the same map your’e currently on not previously. rather frustrating but then again i’m not remotely sure THIS is even possible in the first place.

Hello,

just wanted to tell You that this post is way to long for most people to read it. Try to write more compact posts to get more answers.

Hi man , you already used the begin/end overlap event successfully , so…lets make something simple…

Dont worry about prevent the timer to restart if you enter the track.
There is no way that you can exit the track 2 times without entering in it .
and when you go back in the track your countdown will close.

If you have a firing event when leaving and entering the track what you can do is set some variables.

Lets say that in you run your check in the tick event ok ?
at every tick you check … Boolean_start_timer. if this is true you go for add the rime given you by the tick event and to your own variable float time… after this you check if your variable time is > 5 .

When you leave the track , use the firing event End_overlapping to set the timer to 0 and the booleans_start_timer to true.

When you go back in the track use the event begin_overlap to set back the Booleans_start_timer to false.
(PS)
You could set another bool to close your countdown if you want to do actions and stuff when it closes.
If you want to do this, when re entering in the track , dont set the boole_start_timer to false, instead ,
set another variable BOOL_close_timer, to true , and in the tick event run a check for when that is true you reset all the booleans and do more actions

About your 2 next question , i never heard something for that… sorry

Another way to handle this would be just to have a secondary actor BP for handling the countdown and restart. If player triggers a checkpoint, it saves itself as a public variable and location information for where to reset the player. If player wanders off track, spawn an instance of this attached to them. If player gets back on track before 5s timer, destroy this blueprint actor. If the player does not return to track before 5s timer elapses, then this fires the functionality for returning the player to the checkpoint and destroys itself.

i don’t want MORE answers, i want the right answer once.

and i’m sorry for giving as much detail as i can to give those willing to help as much support as i can in giving me a solution.