Well, a simple solution would be to reduce the size of your volume to take in consideration the collision cylinder of your character. This way you fake the delay with the distance.
If you want something more precise, try 2 trigger volumes (One in of an other and try a double check tot rigger your event).
Or you can try to code this specific trigger volume.
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If you want something more precise, try 2 trigger volumes (One in of an other and try a double check tot rigger your event).
Or you can try to code this specific trigger volume.