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AActor::GetWorldTimerManager

function Engine Since 4.0
#include "GameFramework/Actor.h"
Access: public

Description

Returns a reference to the world's FTimerManager, which is used to set, clear, and query timers. This is the canonical way to access timers from inside an actor.

Caveats & Gotchas

  • Must not be called before the actor has a valid world (e.g., in the constructor or before `BeginPlay`). The reference is obtained from the actor's world; if `GetWorld()` returns null the call will crash.
  • Timers set via the world timer manager are automatically paused when the game is paused unless you explicitly mark them with `bIgnorePause = true` in `SetTimer`.

Signature

ENGINE_API class FTimerManager& GetWorldTimerManager() const

Return Type

FTimerManager&

Example

Set a repeating timer C++
void AMyActor::BeginPlay()
{
    Super::BeginPlay();
    GetWorldTimerManager().SetTimer(
        TimerHandle,
        this,
        &AMyActor::OnTimerFired,
        2.0f,  // interval
        true   // loop
    );
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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