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FTimerManager::PauseTimer

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

Description

Temporarily suspends a timer so it stops counting down. The remaining time is preserved and resumes from that point when UnPauseTimer is called.

Caveats & Gotchas

  • Pausing a timer that is already paused has no effect, but does not produce a warning. Calling PauseTimer on an invalid or expired handle is a silent no-op.
  • When a timer is paused, its ExpireTime is re-based to be relative to zero (i.e. it stores the remaining time, not the absolute expiry). Direct inspection of FTimerData::ExpireTime will give different semantics depending on pause state.

Signature

ENGINE_API void PauseTimer(FTimerHandle InHandle)

Parameters

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

Return Type

void

Example

Pause and resume a countdown C++
// Pause the timer when the game is suspended
void AMyActor::OnGamePaused()
{
    FTimerManager& TM = GetWorld()->GetTimerManager();
    TM.PauseTimer(CountdownHandle);
}

void AMyActor::OnGameResumed()
{
    FTimerManager& TM = GetWorld()->GetTimerManager();
    TM.UnPauseTimer(CountdownHandle);
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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