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UKismetSystemLibrary::K2_TimerExistsHandle

function Engine Blueprint Since 4.24
#include "Kismet/KismetSystemLibrary.h"
Access: public Specifiers: staticUFUNCTIONBlueprintPure

Description

Returns true if the timer manager still has an entry for the given handle, whether the timer is currently active or paused.

Caveats & Gotchas

  • A single (non-looping) timer that has already fired no longer exists — this returns false immediately after its one execution, even though the handle variable itself remains 'valid' per Is Valid Timer Handle.
  • This is broader than Is Timer Active by Handle: a paused timer counts as existing here but not as active.

Signature

static bool K2_TimerExistsHandle(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 for existence.

Return Type

bool

Example

Detect a one-shot timer's completion (Blueprint) Blueprint
Event graph: after a delay, poll 'Does Timer Exist by Handle' on RespawnDelayHandle to detect that a non-looping timer has already fired and can safely be reused for the next respawn.

Version History

Introduced in: 4.24

Version Status Notes
5.6 stable

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