UKismetSystemLibrary::K2_IsTimerActiveHandle
#include "Kismet/KismetSystemLibrary.h"
Access: public
Specifiers: staticUFUNCTIONBlueprintPure
Description
Returns true only if a timer exists for the given handle and is not currently paused.
Caveats & Gotchas
- • 'Active' specifically excludes paused timers — a timer that exists but is paused returns false here even though Does Timer Exist by Handle would still return true.
- • Returns false for an invalid or never-set handle rather than erroring, so it is safe to call on a freshly declared FTimerHandle variable.
Signature
static bool K2_IsTimerActiveHandle(const UObject* WorldContextObject, FTimerHandle Handle); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| WorldContextObject | const UObject* | Supplied automatically by the Blueprint compiler to resolve the owning world's timer manager; hidden from the node's visible pins. | — |
| Handle | FTimerHandle | The handle of the timer to check. | — |
Return Type
bool Example
Skip re-triggering an in-progress cooldown (Blueprint) Blueprint
Event graph: on UseAbility, branch on 'Is Timer Active by Handle' for CooldownHandle; only call 'Set Timer by Function Name' again if it returns false, preventing the cooldown from being reset early. Tags
Version History
Introduced in: 4.24
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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