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50 results for "timer"

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.

property
FMontageSubStepper::TimeRemaining Engine

How much evaluation time is still left to sub-step through this tick; drained by successive Advance() calls and refilled by AddEvaluationTime().

function
AActor::GetLifetimeReplicatedProps Engine

Override this in any actor subclass that has UPROPERTY members marked with Replicated or ReplicatedUsing to register those properties with the replication system.

function
ACharacter::GetLifetimeReplicatedProps Engine

Registers which properties are replicated to remote machines and under what conditions.

function
AGameStateBase::GetLifetimeReplicatedProps Engine

Registers which UPROPERTY members are replicated and under what conditions.

function
APawn::GetLifetimeReplicatedProps Engine

Registers which UPROPERTY members are replicated and how, by appending FLifetimeProperty entries to OutLifetimeProps.

function
APlayerState::GetLifetimeReplicatedProps Engine

Registers which properties are replicated and their replication conditions.

function
UActorComponent::GetLifetimeReplicatedProps Engine

Registers which UPROPERTY members should be replicated and under what conditions.

function
UAnimInstance::GetRelevantAnimTimeRemaining Engine

Returns the time remaining in seconds before the most relevant animation in the specified state reaches its end.

function
UAnimInstance::GetRelevantAnimTimeRemainingFraction Engine

Returns the normalized time remaining (0.

function
UWorld::GetTimerManager Engine

Returns the FTimerManager for this world, used to schedule, cancel, pause, and query gameplay timers.

function
UAssetManager::GetTimerManager Engine

Returns a timer manager safe to use for asset-loading-related actions, backed by the editor or game instance timer manager depending on context.

function
AActor::GetWorldTimerManager Engine

Returns a reference to the world's FTimerManager, which is used to set, clear, and query timers.

function
FMontageSubStepper::HasTimeRemaining Engine

Returns whether the sub-stepper still has unconsumed evaluation time to work through via further Advance() calls.

property
ACharacter::JumpForceTimeRemaining Engine

Amount of jump force time remaining in seconds, when `JumpMaxHoldTime` is greater than zero.

function
UKismetSystemLibrary::K2_ClearAndInvalidateTimerHandle Engine

Stops a set timer identified by its handle and resets the handle variable to invalid in one step.

function
UKismetSystemLibrary::K2_ClearTimer Engine

Stops a timer previously set with Set Timer by Function Name, identified by the same object and function name pair rather than a handle.

function
UKismetSystemLibrary::K2_ClearTimerDelegate Engine deprecated

Clears a timer previously set for the given delegate, stopping it from firing again.

function
UKismetSystemLibrary::K2_ClearTimerHandle Engine deprecated

Stops a set timer identified by its handle.

function
UKismetAnimationLibrary::K2_EndProfilingTimer AnimGraphRuntime

Ends the profiling bracket started by K2_StartProfilingTimer and returns the elapsed time in milliseconds, optionally logging it to the Output Log.

function
UKismetSystemLibrary::K2_GetTimerElapsedTime Engine

Returns how much time has elapsed in the current iteration of the timer bound to the given object/function pair.

function
UKismetSystemLibrary::K2_GetTimerElapsedTimeDelegate Engine deprecated

Returns how much time has elapsed in the current iteration of a timer set against a bound event delegate.

function
UKismetSystemLibrary::K2_GetTimerElapsedTimeHandle Engine

Returns how much time has elapsed in the current iteration of the timer referenced by the given handle.

function
UKismetSystemLibrary::K2_GetTimerRemainingTime Engine

Returns how much time is left in the current iteration of the timer bound to the given object/function pair.

function
UKismetSystemLibrary::K2_GetTimerRemainingTimeDelegate Engine deprecated

Returns how much time remains before a timer set against a bound event delegate next fires.

function
UKismetSystemLibrary::K2_GetTimerRemainingTimeHandle Engine

Returns how much time remains before the timer referenced by the given handle next fires.

function
UKismetSystemLibrary::K2_InvalidateTimerHandle Engine

Resets a timer handle variable to its invalid default state and returns it for convenience.

function
UKismetSystemLibrary::K2_IsTimerActive Engine

Returns true if a timer set with Set Timer by Function Name exists for the given object and function and is not currently paused.

function
UKismetSystemLibrary::K2_IsTimerActiveDelegate Engine deprecated

Returns true if a timer exists and is currently running (not paused) for the given delegate.