50 results for "timer"
An opaque handle that uniquely identifies a timer managed by FTimerManager.
Manages all gameplay timers for a UWorld instance.
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.
How much evaluation time is still left to sub-step through this tick; drained by successive Advance() calls and refilled by AddEvaluationTime().
Override this in any actor subclass that has UPROPERTY members marked with Replicated or ReplicatedUsing to register those properties with the replication system.
Registers which properties are replicated to remote machines and under what conditions.
Registers which UPROPERTY members are replicated and under what conditions.
Registers which UPROPERTY members are replicated and how, by appending FLifetimeProperty entries to OutLifetimeProps.
Registers which properties are replicated and their replication conditions.
Registers which UPROPERTY members should be replicated and under what conditions.
Returns the time remaining in seconds before the most relevant animation in the specified state reaches its end.
Returns the normalized time remaining (0.
Returns the FTimerManager for this world, used to schedule, cancel, pause, and query gameplay timers.
Returns a timer manager safe to use for asset-loading-related actions, backed by the editor or game instance timer manager depending on context.
Returns a reference to the world's FTimerManager, which is used to set, clear, and query timers.
Returns whether the sub-stepper still has unconsumed evaluation time to work through via further Advance() calls.
Amount of jump force time remaining in seconds, when `JumpMaxHoldTime` is greater than zero.
Stops a set timer identified by its handle and resets the handle variable to invalid in one step.
Stops a timer previously set with Set Timer by Function Name, identified by the same object and function name pair rather than a handle.
Clears a timer previously set for the given delegate, stopping it from firing again.
Stops a set timer identified by its handle.
Ends the profiling bracket started by K2_StartProfilingTimer and returns the elapsed time in milliseconds, optionally logging it to the Output Log.
Returns how much time has elapsed in the current iteration of the timer bound to the given object/function pair.
Returns how much time has elapsed in the current iteration of a timer set against a bound event delegate.
Returns how much time has elapsed in the current iteration of the timer referenced by the given handle.
Returns how much time is left in the current iteration of the timer bound to the given object/function pair.
Returns how much time remains before a timer set against a bound event delegate next fires.
Returns how much time remains before the timer referenced by the given handle next fires.
Resets a timer handle variable to its invalid default state and returns it for convenience.
Returns true if a timer set with Set Timer by Function Name exists for the given object and function and is not currently paused.
Returns true if a timer exists and is currently running (not paused) for the given delegate.