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UKismetSystemLibrary::K2_IsTimerActiveHandle

function Engine Blueprint Since 4.24
#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.

Version History

Introduced in: 4.24

Version Status Notes
5.6 stable

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