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UKismetSystemLibrary::Delay

function Engine Blueprint Since 4.0
#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.

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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