Auto Attack cancel

So in order to get this to work in my game (going from an ability > back to auto attacking) I didn’t do the timescale thing (when I tried implementing it I think I was putting it in the wrong spots). Instead, what I did was utilize EffectFinished().

What I did was create a new public function in Fighter called
“TargetNewTargetInRange” and I have it set the target to FindNewTargetInRange(); If the target is null, just return.

THEN

in Effect Finished I had the effectUser call that function and it works like a charm (until I find a bug with it)