47 results for "time" in function
Returns true if a timer with the given handle exists in the active, paused, or pending list.
Cancels every timer whose delegate is bound to the specified object.
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.
Creates a valid FTimerHandle for the timer at the given internal sparse-array index, encoding the index and a serial number into the handle.
Returns the stat ID used to identify this timer manager in the Unreal Insights / stats profiler.
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).
Returns the configured repeat interval (in seconds) of the specified timer.
Returns the time in seconds until the timer's next fire.
Returns true if this timer manager has already been ticked during the current frame.
Returns true if the timer referred to by InHandle is currently running and not paused.
Returns true if the specified timer exists and is currently in the paused state.
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.
Searches the timer manager for a timer bound to the given dynamic delegate and returns its handle.
Dumps a human-readable list of all currently registered timers — including their rate, remaining time, and delegate info — to the output log.
Called by the crash handler to dump diagnostic information about the current state of all timers to the log.
Temporarily suspends a timer so it stops counting down.
Schedules a member function to fire after InRate seconds.
Schedules a callback to fire exactly once at the start of the next frame's timer tick.
Advances all active timers by the given delta time, firing any whose expiry has been reached.
Resumes a previously paused timer, restoring the remaining countdown from when it was paused.
Parses an FTimespan from its canonical string representation.
Returns the maximum representable FTimespan, approximately 10,675,199 days.
Returns the minimum (most negative) representable FTimespan, approximately -10,675,199 days.
Computes the ratio A / B as a float, returning 0.
Returns a zero-duration FTimespan.
Adds two FDateTime values by summing their raw tick counts and returns the result as a new FDateTime.
Adds a timespan duration to a date-time value, returning a new FDateTime shifted forward by that amount.
Returns A + B as a new FTimespan.
Decomposes an FDateTime into its year, month, day, hour, minute, second, and millisecond components.
Decomposes an FQualifiedFrameTime into its constituent frame number, frame rate, and sub-frame offset.
Decomposes an FTimespan into its individual days, hours, minutes, seconds, and milliseconds components.
Decomposes an FTimespan into days, hours, minutes, seconds, and a nanosecond fraction.
Parses a date/time string in ISO-8601 format into an FDateTime.
Parses a date/time string in UE's native format (the format produced by FDateTime::ToString()) into an FDateTime.
Returns the maximum representable FDateTime value, which corresponds to December 31, 9999 23:59:59.
Returns the minimum representable FDateTime value, corresponding to January 1, year 1 at 00:00:00.
Divides a timespan by a float scalar, returning a new FTimespan.
Returns true if two FDateTime values represent the exact same point in time.
Returns true if A and B represent exactly the same duration.
Converts a Unix timestamp (seconds since 1970-01-01 00:00:00 UTC) into an FDateTime.
Returns the time in seconds since the application was started, sampled at the exact moment this function is called rather than once per frame.
Returns the current time dilation factor applied to this actor, combining world and actor-level dilation.
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.
Returns the number of game-time seconds elapsed since this actor was created, equivalent to UGameplayStatics::GetGameTimeSinceCreation minus the actor's creation time.
Returns the current global time dilation factor for the world.
Returns the current accumulated playback time in seconds for the specified asset player node.
Returns the current accumulated playback time as a normalized fraction (0.