Timer System

Originally, Level 2 included a monster that chased the player, but I replaced this mechanic with a timer. This kept the level equally challenging but avoided the complexity and performance cost of pathfinding code. The timer was first implemented in a separate blueprint, but casting issues prevented it from displaying correctly on the HUD. To fix this, I moved the timer code into the HUD blueprint. I later used the “get current level name” node to ensure the timer only appeared in Level 2, solving an activation bug.