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50 results for "time"

struct
FTimerHandle Engine

An opaque handle that uniquely identifies a timer managed by FTimerManager.

class
FTimerManager Engine

Manages all gameplay timers for a UWorld instance.

function
FTimerManager::TimerExists Engine

Returns true if a timer with the given handle exists in the active, paused, or pending list.

function
FTimerManager::ClearAllTimersForObject Engine

Cancels every timer whose delegate is bound to the specified object.

function
FTimerManager::ClearTimer Engine

Stops and removes the timer identified by InHandle and invalidates the handle so it can no longer be used to query or cancel that timer.

function
FTimerManager::GenerateHandle Engine

Creates a valid FTimerHandle for the timer at the given internal sparse-array index, encoding the index and a serial number into the handle.

function
FTimerManager::GetStatId Engine

Returns the stat ID used to identify this timer manager in the Unreal Insights / stats profiler.

function
FTimerManager::GetTimerElapsed Engine

Returns the time in seconds that has elapsed since the timer last fired (or since it was set, for a timer that has not yet fired).

function
FTimerManager::GetTimerRate Engine

Returns the configured repeat interval (in seconds) of the specified timer.

function
FTimerManager::GetTimerRemaining Engine

Returns the time in seconds until the timer's next fire.

function
FTimerManager::HasBeenTickedThisFrame Engine

Returns true if this timer manager has already been ticked during the current frame.

function
FTimerManager::IsTimerActive Engine

Returns true if the timer referred to by InHandle is currently running and not paused.

function
FTimerManager::IsTimerPaused Engine

Returns true if the specified timer exists and is currently in the paused state.

function
FTimerManager::IsTimerPending Engine

Returns true if the timer exists and is in the pending state, meaning it was set during the current tick and will be activated on the next Tick call.

function
FTimerManager::K2_FindDynamicTimerHandle Engine

Searches the timer manager for a timer bound to the given dynamic delegate and returns its handle.

function
FTimerManager::ListTimers Engine

Dumps a human-readable list of all currently registered timers — including their rate, remaining time, and delegate info — to the output log.

function
FTimerManager::OnCrash Engine

Called by the crash handler to dump diagnostic information about the current state of all timers to the log.

function
FTimerManager::PauseTimer Engine

Temporarily suspends a timer so it stops counting down.

function
FTimerManager::SetTimer Engine

Schedules a member function to fire after InRate seconds.

function
FTimerManager::SetTimerForNextTick Engine

Schedules a callback to fire exactly once at the start of the next frame's timer tick.

function
FTimerManager::Tick Engine

Advances all active timers by the given delta time, firing any whose expiry has been reached.

function
FTimerManager::UnPauseTimer Engine

Resumes a previously paused timer, restoring the remaining countdown from when it was paused.

function
UKismetMathLibrary::TimespanFromString Engine

Parses an FTimespan from its canonical string representation.

function
UKismetMathLibrary::TimespanMaxValue Engine

Returns the maximum representable FTimespan, approximately 10,675,199 days.

function
UKismetMathLibrary::TimespanMinValue Engine

Returns the minimum (most negative) representable FTimespan, approximately -10,675,199 days.

function
UKismetMathLibrary::TimespanRatio Engine

Computes the ratio A / B as a float, returning 0.

function
UKismetMathLibrary::TimespanZeroValue Engine

Returns a zero-duration FTimespan.

function
UKismetMathLibrary::Add_DateTimeDateTime Engine

Adds two FDateTime values by summing their raw tick counts and returns the result as a new FDateTime.

function
UKismetMathLibrary::Add_DateTimeTimespan Engine

Adds a timespan duration to a date-time value, returning a new FDateTime shifted forward by that amount.

function
UKismetMathLibrary::Add_TimespanTimespan Engine

Returns A + B as a new FTimespan.

function
UKismetMathLibrary::BreakDateTime Engine

Decomposes an FDateTime into its year, month, day, hour, minute, second, and millisecond components.

function
UKismetMathLibrary::BreakQualifiedFrameTime Engine

Decomposes an FQualifiedFrameTime into its constituent frame number, frame rate, and sub-frame offset.

function
UKismetMathLibrary::BreakTimespan Engine

Decomposes an FTimespan into its individual days, hours, minutes, seconds, and milliseconds components.

function
UKismetMathLibrary::BreakTimespan2 Engine

Decomposes an FTimespan into days, hours, minutes, seconds, and a nanosecond fraction.

property
AActor::CustomTimeDilation Engine

A per-actor time multiplier applied on top of the global WorldSettings TimeDilation.

function
UKismetMathLibrary::DateTimeFromIsoString Engine

Parses a date/time string in ISO-8601 format into an FDateTime.

function
UKismetMathLibrary::DateTimeFromString Engine

Parses a date/time string in UE's native format (the format produced by FDateTime::ToString()) into an FDateTime.

function
UKismetMathLibrary::DateTimeMaxValue Engine

Returns the maximum representable FDateTime value, which corresponds to December 31, 9999 23:59:59.

function
UKismetMathLibrary::DateTimeMinValue Engine

Returns the minimum representable FDateTime value, corresponding to January 1, year 1 at 00:00:00.

function
UKismetMathLibrary::Divide_TimespanFloat Engine

Divides a timespan by a float scalar, returning a new FTimespan.

function
UKismetMathLibrary::EqualEqual_DateTimeDateTime Engine

Returns true if two FDateTime values represent the exact same point in time.

function
UKismetMathLibrary::EqualEqual_TimespanTimespan Engine

Returns true if A and B represent exactly the same duration.

function
UKismetMathLibrary::FromUnixTimestamp Engine

Converts a Unix timestamp (seconds since 1970-01-01 00:00:00 UTC) into an FDateTime.

function
UGameplayStatics::GetAccurateRealTime Engine

Returns the time in seconds since the application was started, sampled at the exact moment this function is called rather than once per frame.

function
AActor::GetActorTimeDilation Engine

Returns the current time dilation factor applied to this actor, combining world and actor-level dilation.

function
UGameplayStatics::GetAudioTimeSeconds Engine

Returns time in seconds since the world was brought up for play, stopped when the game is paused, and not dilated or clamped by time dilation.

function
AActor::GetGameTimeSinceCreation Engine

Returns the number of game-time seconds elapsed since this actor was created, equivalent to UGameplayStatics::GetGameTimeSinceCreation minus the actor's creation time.

function
UGameplayStatics::GetGlobalTimeDilation Engine

Returns the current global time dilation factor for the world.

function
UAnimInstance::GetInstanceAssetPlayerTime Engine

Returns the current accumulated playback time in seconds for the specified asset player node.

function
UAnimInstance::GetInstanceAssetPlayerTimeFraction Engine

Returns the current accumulated playback time as a normalized fraction (0.