Using what you have learned, try to do the following:
Create an Actor that moves or rotates to a target transform when an Event is run. This could be used as a moving platform or door in a game. Make the Event start a Timer that will trigger a second Event which moves the Actor back to its original location. Use exposed variables (via UPROPERTY) instead of hard-coded values wherever appropriate.
Make a lit torch that burns out (perhaps by deactivating a fiery Particle System Component) by using a Timer handle and a few custom Events. For example, an AddFuel Event could extend the burning time of the torch. A DouseWithWater Event could shut it off immediately and prevent AddFuel from working in the future. Both of these features can be written without using a Tick, simply by modifying a running Timer through its handle.
As for the specifics covered in this tutorial:
For more information about Timers, try the Gameplay Timers page.
For a complete reference using the UPROPERTY tag with variables in your classes or structs, look at the Properties page.
To learn more about UFUNCTIONS and Event creation, check the Functions page.
For further tutorials, see the C++ Programming Tutorials page.