This code below makes it so that if the 'is pound' variable is true, then the character will be shot along the Z axis (downwards) at a constant speed. This being a 'sweep' makes it so that any contact with a surface will interrupt the ground pound and you cannot just go through it.
I added this other code below to make it so that when 'L' is pressed on the keyboard, it first checks that the 'canpound' variable is true, and then if the 'is dash' variable is false. This makes it so that the ground pound can only be triggered when it is meant to be, and also not during a dash.
After checking those, it then does the groundpound once, and also adds a Niagara particle effect just to add some cool visuals similar to the dash.
It then sets the 'is pound' variable to positive. This is useful so that in future I can prevent other actions from happening whilst the character is ground pounding.
The 'do once' node is reset when the 'Reset ground pound' event is triggered. This then gets rid of the Niagara effect and sets 'is pound' to negative. It also adds a 0.2 second delay after dashing before it resets so you cannot spam it over and over.
The code above makes it so that when the ground pound event is being triggered (which is every tick), it checks if you are already in a ground pound, and if you are not it will trigger the ground pound which is made by Vinterping downwards at a constant speed from the current actor location downwards on the Z axis.
Finally, this code below will trigger the reset ground pound event every time your actor is hit below. This had to be added as before hand if you were against a wall it would keep resetting and also doing it 'on landed' resulted in activating it on the ground causing glitches.