UKismetSystemLibrary::RetriggerableDelay
#include "Kismet/KismetSystemLibrary.h"
Access: public
Specifiers: staticUFUNCTIONBlueprintCallable
Description
Pauses execution for Duration seconds like Delay, but calling it again while already counting down resets the countdown back to Duration instead of being ignored.
Caveats & Gotchas
- • This is the key behavioral difference from Delay — repeated re-entry (e.g. from an overlap event that fires often) keeps resetting the timer, so continuation only fires once the input stream goes quiet for the full Duration.
- • Useful for 'debounce'-style patterns (e.g. only react once a player has stopped moving for N seconds), but easy to accidentally starve if the trigger event fires more often than Duration.
Signature
static void RetriggerableDelay(const UObject* WorldContextObject, float Duration, FLatentActionInfo LatentInfo); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| WorldContextObject | const UObject* | World context used to register the latent action. | — |
| Duration | float | Length of the delay, in seconds. | — |
| LatentInfo | FLatentActionInfo | Hidden latent action bookkeeping struct auto-filled by the Blueprint compiler. | — |
Return Type
void Example
Debounce repeated triggers (Blueprint) Blueprint
Event graph: an overlap event re-enters a RetriggerableDelay node with Duration = 1.0 each time it fires; the node only continues to 'Hide Prompt' once one full second passes without another overlap. See Also
Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
Feedback
Was this helpful?