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UKismetSystemLibrary::DelayUntilNextFrame

function Engine Blueprint Since 4.0
#include "Kismet/KismetSystemLibrary.h"
Access: public Specifiers: staticUFUNCTIONBlueprintCallable

Description

Pauses execution until the next engine frame, guaranteeing at least one full frame boundary is crossed before continuing. Use this when DelayUntilNextTick's same-frame possibility is unacceptable.

Caveats & Gotchas

  • Calling it again while a previous call is still pending is ignored rather than queued.
  • Compared to DelayUntilNextTick, this always waits for a genuine new frame, which makes it the safer choice for logic that depends on rendering or frame-timing having advanced.

Signature

static void	DelayUntilNextFrame(const UObject* WorldContextObject, FLatentActionInfo LatentInfo);

Parameters

Name Type Description Default
WorldContextObject const UObject* World context used to register the latent action.
LatentInfo FLatentActionInfo Hidden latent action bookkeeping struct auto-filled by the Blueprint compiler.

Return Type

void

Example

Guarantee a frame boundary (Blueprint) Blueprint
Event graph: DelayUntilNextFrame node placed before capturing a screenshot, ensuring the previous frame's widget changes have actually been rendered.

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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