(SOLVED) HUD Progress Bar - Decrease value over time when buff is active

Hey all,

So I have a ‘Buff’ that takes place when a player picks up an item, which only lasts for a few seconds.

I am trying to simply track the delay as a progress bar indicating a shields remaining time once a player has picked it up.

I probably thought quite incorrectly that once the delay was called it would track the delay counting as a value and I could grab that value to feed into the lower progress bar (blue).

Thanks for any assistance on this! :slight_smile:

-Removed my Blueprint Images since they arent really necessary; Solution to this is provided below in case anyone stumbles onto a similar need!-

Will leave ‘a’ solution here for people! :smiley:

Its probably not ideal or best, but I wanted to avoid Event Tick like the plague and I found a way
(not a finished solution but you can see the principle being used!)

Using a subtraction to take a value away per cycle of the failed delay until it reaches a desired value (in my case when it hits or is, less than zero) which then fires true for it to finish off the rest of my event chain.

Bonus is I can now call the shield delays current value and feed that into the progress bar. Winner!