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FTimerManager::ClearAllTimersForObject

function Engine Since 4.0
#include "TimerManager.h"
Access: public Specifiers: inline

Description

Cancels every timer whose delegate is bound to the specified object. The typical call site is a UObject destructor or EndPlay, where leaving dangling callbacks would be unsafe.

Caveats & Gotchas

  • Silently does nothing if Object is null, but you still incur a function-call and branch overhead — prefer checking for null before calling in tight loops.
  • Only clears timers whose delegate was originally created with a UObject binding (e.g. CreateUObject). Timers bound via raw TFunction lambdas have no associated object key and are NOT cleared by this call.

Signature

inline void ClearAllTimersForObject(void const* Object)

Parameters

Name Type Description Default
Object void const* Raw pointer to the object whose bound timers should all be cancelled.

Return Type

void

Example

Clean up all timers on EndPlay C++
void AMyActor::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
    Super::EndPlay(EndPlayReason);
    GetWorld()->GetTimerManager().ClearAllTimersForObject(this);
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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