UKismetSystemLibrary::DelayUntilNextFrame
#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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