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Unreal Engine C++ API Reference > Runtime > Engine
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/TimerManager.h |
Include | #include "TimerManager.h" |
Syntax
struct FTimerData
Variables
Type | Name | Description | |
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uint8: 1 | bLoop | If true, this timer will loop indefinitely. Otherwise, it will be destroyed when it expires. |
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uint8: 1 | bMaxOncePerFrame | If true for a looping timer, it will run a maximum of once per frame when it expires. |
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uint8: 1 | bRequiresDelegate | If true, this timer was created with a delegate to call (which means if the delegate becomes invalid, we should invalidate the timer too). |
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double | ExpireTime | Time (on the FTimerManager's clock) that this timer should expire and fire its delegate. |
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FTimerHandle | Handle | Handle representing this timer |
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ELevelCollectionType | LevelCollection | The level collection that was active when this timer was created. |
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float | Rate | Time between set and fire, or repeat frequency if looping. |
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ETimerStatus | Status | Timer Status |
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FTimerUnifiedDelegate | TimerDelegate | Holds the delegate to call. |
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const void * | TimerIndicesByObjectKey | This is the key to the TimerIndicesByObject map - this is kept so that we can look up even if the referenced object is expired |
Constructors
Type | Name | Description | |
---|---|---|---|
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FTimerData () |
||
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FTimerData
(
FTimerData&& |
Movable only. | |
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FTimerData
(
const FTimerData& |
Operators
Type | Name | Description | |
---|---|---|---|
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FTimerData & | operator=
(
FTimerData&& |
|
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FTimerData & | operator=
(
const FTimerData& |