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FTimerManager::UnPauseTimer

function Engine Since 4.0
#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);
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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