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Multiple timers for same event shall not overwrite each other

My character is facing several explosions, whose destructive effects spread very fast and therefore lead to different, accumulating damages at the hero, each with a certain delay.

To do so, an exploding actor executes a character function, that looks like this: DelayedDamage function

That is, the prospective damages are registered by the character, because they may arise even long after the exploding actor is destroyed.

The corresponding event DelayedDamage can be found in the EventGraph of the character, because it uses a timer: DelaydDamage event in EventGraph

These events shall be different and occur to different time points (even identical time points are possible by harzard), but only the last event is actually used, the others are overwritten.

One possible but tortuous solution is: Make a list of pairs of delay time and damage amount, consider these pairs as timers and handle everything in the TickEvent of the hero.
But I would like to avoid this. So, my question: Is there an elegant way to handle multiple timers for the same event or function?


Product Version: UE 4.18
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asked Feb 13 '18 at 06:47 PM in Blueprint Scripting

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