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FTimerManager::Tick

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

Description

Advances all active timers by the given delta time, firing any whose expiry has been reached. Called automatically by the world each frame — you should never need to call this manually.

Caveats & Gotchas

  • Looping timers with bMaxOncePerFrame=false can fire multiple times in a single Tick call if DeltaTime is large enough to span several periods. This can cause unexpected burst callbacks after hitches.
  • Timers added during the execution of a callback are placed in the pending set and will not fire until the next Tick, preventing re-entrancy issues but delaying by one frame.

Signature

ENGINE_API void Tick(float DeltaTime)

Parameters

Name Type Description Default
DeltaTime float Time in seconds elapsed since the last world tick.

Return Type

void

Example

Typical engine call site (for reference only) C++
// Called by UWorld::Tick — you do not invoke this yourself.
// Shown here to illustrate how delta time flows into the timer manager.
void UWorld::Tick(ELevelTick TickType, float DeltaSeconds)
{
    // ...
    GetTimerManager().Tick(DeltaSeconds);
    // ...
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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