FTimerManager::UnPauseTimer
#include "TimerManager.h"
Access: public
Specifiers: ENGINE_API
Description
Resumes a previously paused timer, restoring the remaining countdown from when it was paused. Has no effect if the timer is already active or if the handle is invalid.
Caveats & Gotchas
- • The timer is moved from the paused set back to the active heap with an updated absolute expiry time. Any time spent paused does not count against the interval.
- • If the world's time scale changed while the timer was paused, the resumed timer uses the current time scale — there is no concept of 'frozen' real-time duration.
Signature
ENGINE_API void UnPauseTimer(FTimerHandle InHandle) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| InHandle | FTimerHandle | Handle to the timer to unpause. | — |
Return Type
void Example
Resume a paused countdown C++
void AMyActor::OnGameResumed()
{
GetWorld()->GetTimerManager().UnPauseTimer(CountdownHandle);
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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