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FTimerManager::IsTimerPending

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

Description

Returns true if the timer exists and is in the pending state, meaning it was set during the current tick and will be activated on the next Tick call.

Caveats & Gotchas

  • A timer is pending for at most one frame — it transitions to Active at the start of the next Tick. Code that calls this repeatedly without yielding will always see the same result within a single frame.
  • Timers set via SetTimerForNextTick start as pending but have a zero rate; querying their rate with GetTimerRate will return -1.0f, not 0.0f.

Signature

inline bool IsTimerPending(FTimerHandle InHandle) const

Parameters

Name Type Description Default
InHandle FTimerHandle Handle to the timer to query.

Return Type

bool

Example

Check if a newly set timer is pending C++
GetWorld()->GetTimerManager().SetTimer(MyHandle, this, &AMyActor::OnTimerFired, 2.0f, false);
// Within the same frame:
bool bPending = GetWorld()->GetTimerManager().IsTimerPending(MyHandle);
// bPending == true until the next world Tick

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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