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