![]() These functions will fill out a timer handle (type FTimerHandle), which can be used to pause (and resume) the countdown, query or change the amount of time remaining, or even cancel the timer altogether. The SetTimer functions of FTimerManager will set a timer to call a function or delegate after a delay, and can be set to repeat that function call indefinitely. Timers can be used with the standard C++ function pointers TFunction Objects or Delegates. This is also the fallback used if a World doesn't have its own Timer Manager for any reason, and can be used for function calls that aren't relevant to, or should not depend on, the existence of any specific World. To access the global Timer Manager, use the UGameInstance function, `GetTimerManager'. In this case, the timer handle will become invalid and the function will not be called.Īccessing the Timer Manager can be done through the AActor function called GetWorldTimerManager, which calls up to the GetTimerManager function in UWorld. Timers will be canceled automatically if the Object that they are going to be called on, such as an Actor, is destroyed before the time is up. See the Timer Manager API page for more detail on these functions. Each one can be attached to any type of Object or function delegate, and SetTimer can be made to repeat at regular intervals, if desired. Two main functions are used to set up timers with a Timer Manager: SetTimer, and SetTimerForNextTick, each with several overloads. A global Timer Manager exists on the Game Instance Object, as well as on each World. ![]() Timers are managed in a global Timer Manager (of type FTimerManager). Such actions can be achieved through the use of timers. Or you may want to apply damage once per second while the player moves through a room filled with toxic gas. For example, you may want to make the player invulnerable after obtaining a power-up item, then restore vulnerability after 10 seconds. Timers schedule actions to be performed after a delay, or over a period of time. ![]()
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