UKismetSystemLibrary::K2_TimerExistsHandle
#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. Tags
Version History
Introduced in: 4.24
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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