46 results for "timer" 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.
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 reference to the world's FTimerManager, which is used to set, clear, and query timers.
Called when this actor's lifespan ends.
Called when gameplay ends for this component.
Constructs an FTimespan representing the given number of minutes.
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 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.
Returns the remaining lifespan of this actor in seconds.
Returns how many seconds a player must wait before being allowed to respawn.
Returns elapsed time in seconds since the world started, unaffected by time dilation and not stopped when the game is paused.
Returns elapsed time in seconds since the world started, adjusted by time dilation.
Returns elapsed time in seconds since the world started, adjusted by time dilation but continuing to advance while the game is paused.
Returns the float value stored under the given blackboard key.
Called when the actor's lifespan timer fires (set via SetLifeSpan).
Called after all components have been initialized.
Marks the character as no longer attempting to jump, clearing jump-related state flags and timers.
Sets whether this actor should automatically destroy itself when all its components are done and no timers or timelines remain active.
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.