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46 results for "timer" in function

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
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
AActor::GetWorldTimerManager Engine

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

function
AActor::EndPlay Engine

Called when this actor's lifespan ends.

function
UActorComponent::EndPlay Engine

Called when gameplay ends for this component.

function
UKismetMathLibrary::FromMinutes Engine

Constructs an FTimespan representing the given number of minutes.

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::GetAutoDestroyWhenFinished Engine

Returns whether this actor will automatically destroy itself when all its relevant components report that they are finished and no timelines or timers are in flight.

function
AActor::GetLifeSpan Engine

Returns the remaining lifespan of this actor in seconds.

function
AGameStateBase::GetPlayerRespawnDelay Engine

Returns how many seconds a player must wait before being allowed to respawn.

function
UGameplayStatics::GetRealTimeSeconds Engine

Returns elapsed time in seconds since the world started, unaffected by time dilation and not stopped when the game is paused.

function
UGameplayStatics::GetTimeSeconds Engine

Returns elapsed time in seconds since the world started, adjusted by time dilation.

function
UGameplayStatics::GetUnpausedTimeSeconds Engine

Returns elapsed time in seconds since the world started, adjusted by time dilation but continuing to advance while the game is paused.

function
UBlackboardComponent::GetValueAsFloat AIModule

Returns the float value stored under the given blackboard key.

function
AActor::LifeSpanExpired Engine

Called when the actor's lifespan timer fires (set via SetLifeSpan).

function
AGameStateBase::PostInitializeComponents Engine

Called after all components have been initialized.

function
ACharacter::ResetJumpState Engine

Marks the character as no longer attempting to jump, clearing jump-related state flags and timers.

function
AActor::SetAutoDestroyWhenFinished Engine

Sets whether this actor should automatically destroy itself when all its components are done and no timers or timelines remain active.

function
UActorComponent::SetComponentTickIntervalAndCooldown Engine

Sets the tick interval for this component's primary tick function with immediate effect, resetting the internal cooldown timer so the next tick fires on the new schedule.