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UKismetSystemLibrary::RetriggerableDelay

function Engine Blueprint Since 4.0
#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.

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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