![]() This weapon's rate of fire changes as it warms up. GetTimerRate will return a value of -1 if the timer handle is not valid. A timer's rate cannot be changed directly, but SetTimer can be called with its timer handle to clear it and create a new timer, which could be identical except for the rate. GetWorldTimerManager().IsTimerActive(this, &AUTWeapon::RefireCheckTimer) Timer RateįTimerManager has a function called GetTimerRate that gets the current rate (time between activations) of a timer from its timer handle. Is this weapon waiting to be able to fire again? The IsTimerActive function of FTimerManager is used to determine if the specified timer is curently active and not paused. In addition to managing timers, timer managers also provide funtions for obtaining information-such as the rate, elapsed time, and remaining time-for a specific timer. UnPauseTimer causes a paused timer to resume running. This prevents the timer from executing its function call, but the elapsed and remaining times stay the same while paused. ![]() The FTimerManager function PauseTimer uses a timer handle to pause a running timer. MemberTimerHandle can now be reused for any other Timer.Ĭalling SetTimer with a rate less than or equal to zero is identical to calling ClearTimer. GetWorldTimerManager().ClearTimer(MemberTimerHandle) Once we've called this function enough times, clear the Timer. ![]() GetWorldTimerManager().SetTimer(MemberTimerHandle, this, &AMyActor::RepeatingFunction, 1.0f, true, 2.0f) Call RepeatingFunction once per second, starting two seconds from now. Calling SetTimer with an existing timer handle will clear the timer referenced by that timer handle and replace it with a new one.įinally, all timers associated with a specific Object can be cleared by calling ClearAllTimersForObject. The timer handle will become invalid at this point, and can be reused to manage a new timer. ![]() To clear a timer, pass the FTimerHandle that was filled out during the SetTimer call into the FTimerManager function called ClearTimer. This is accomplished by calling SetTimerForNextTick, but note that this function does not fill out a timer handle. Timers can also be set to run on the next frame, rather than with a timed interval. Alternately, the initialization function could be called by a looping timer that clears itself upon success. One use for this might be to delay initialization of one Actor if it depends on another Actor that hasn't spawned yet but is expected to spawn soon the dependent Actor's initialization function could set a timer to call itself again after a fixed length of time, such as one second. It is safe to set timers within a function called by a timer, even including reuse of the timer handle that was used to call the function. These functions will fill out a timer handle (type FTimerHandle), which can be used to pause (and resume) the countdown, query or change the amount of time remaining, or even cancel the timer altogether. The SetTimer functions of FTimerManager will set a timer to call a function or delegate after a delay, and can be set to repeat that function call indefinitely. Timers can be used with the standard C++ function pointers TFunction Objects or Delegates. This is also the fallback used if a World doesn't have its own Timer Manager for any reason, and can be used for function calls that aren't relevant to, or should not depend on, the existence of any specific World. To access the global Timer Manager, use the UGameInstance function, `GetTimerManager'. In this case, the timer handle will become invalid and the function will not be called.Īccessing the Timer Manager can be done through the AActor function called GetWorldTimerManager, which calls up to the GetTimerManager function in UWorld. Timers will be canceled automatically if the Object that they are going to be called on, such as an Actor, is destroyed before the time is up. See the Timer Manager API page for more detail on these functions. Each one can be attached to any type of Object or function delegate, and SetTimer can be made to repeat at regular intervals, if desired. Two main functions are used to set up timers with a Timer Manager: SetTimer, and SetTimerForNextTick, each with several overloads. A global Timer Manager exists on the Game Instance Object, as well as on each World. Timers are managed in a global Timer Manager (of type FTimerManager). Such actions can be achieved through the use of timers. Or you may want to apply damage once per second while the player moves through a room filled with toxic gas. For example, you may want to make the player invulnerable after obtaining a power-up item, then restore vulnerability after 10 seconds. Timers schedule actions to be performed after a delay, or over a period of time.
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