UKismetSystemLibrary::Delay
#include "Kismet/KismetSystemLibrary.h"
Access: public
Specifiers: staticUFUNCTIONBlueprintCallable
Description
Pauses execution of the calling Blueprint graph for Duration seconds before continuing. This is the standard 'wait' node used to pace sequences of actions in Blueprint.
Caveats & Gotchas
- • Calling Delay again on the same node while it is already counting down is ignored — it does not reset or stack, unlike RetriggerableDelay.
- • As a latent action it only exists in Blueprint graphs (or C++ code driving a latent function via the FLatentActionInfo machinery) — it is not something you call as a plain blocking function in ordinary C++ code.
- • The countdown is tied to the owning object's lifetime; if that object is destroyed mid-delay, the pending continuation is simply discarded.
Signature
static void Delay(const UObject* WorldContextObject, float Duration, struct FLatentActionInfo LatentInfo ); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| WorldContextObject | const UObject* | World context used to register the latent action. | — |
| Duration | float | Length of the delay, in seconds. | — |
| LatentInfo | struct FLatentActionInfo | Hidden latent action bookkeeping struct auto-filled by the Blueprint compiler. | — |
Return Type
void Example
Wait 2 seconds before continuing (Blueprint) Blueprint
Event graph: Delay node with Duration = 2.0 wired between a 'Play Sound' node and a subsequent 'Destroy Actor' node, pausing execution for 2 seconds before the actor is destroyed. See Also
Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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