FTimerManager::Tick
#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);
// ...
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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