Gameplay Timers

Timers allow actions to be performed - once or repeatedly - at designated intervals. They can be used to set actions to happen on a delay or over a period of time. For example, you may want to make the player invincible after obtaining a certain item and then revert after 10 seconds. Or, you may want to apply damage every second the player is in a room filled with toxic gas. Each of these can be achieved through the use of timers.

Timer Management

Timers are managed in a global FTimerManager, outside the confines of AActor, and can have any of the full range of delegate types assigned. There are several functions in FTimerManager available for managing timers. It is safe to use these functions inside of a timer delegate as the system is ok with manipulating timers while handling a timer. This means, for example, it is ok to set or clear timers inside a timer delegate.

The AActor::GetWorldTimerManager() function is used to access the timer manager instance for the current world.

Creating and Clearing Timers

FTimerManager::SetTimer() is used to create a timer to call the given native function at a set interval.


GetWorldTimerManager().SetTimer(this, &AMatineeActor::CheckPriorityRefresh, 1.0f, true);

SetTimer() can also reset an existing timer. So, if a timer is already set for this delegate, it will update the current timer to the new parameters and reset its elapsed time to 0.

FTimerManager::ClearTimer() clears a previously set timer so it will not execute any more.


GetWorldTimerManager().ClearTimer(this, &AMatineeActor::CheckPriorityRefresh);

Clearing a timer with ClearTimer() is identical to calling SetTimer() with a <= 0.f rate.

Pausing Timers

FTimerManager::PauseTimer() pauses a previously set timer in its current state. This means it will not execute, but the elapsed and remaining time stay the same until the timer is unpaused.

FTimerManager::UnPauseTimer() sets a paused timer active once again.

Timer Information

In addition to managing timers, FTimermanager also provides funtions for obtaining information - such as timer rate, elapsed time, remaining time, etc. - about a specific timer.

Is Timer Active

FTimerManager::IsTimerActive() is used to determine if the specified timer is curently active and not paused.


GetWorldTimerManager().IsTimerActive(this, &APlayerController::DelayedPrepareMapChange)

Timer Rate

FTimerManager::GetTimerRate() gets the current rate (time between activations) for the specified timer.


GetWorldTimerManager().GetTimerRate(this, &AUTWeapon::RefireCheckTimer)

Elapsed and Remaining Time

FTimermanager::GetTimerElapsed() and FTimerManager::GetTimerRemaining() return the elapsed and remaining time, respectively, for the specified timer.


GetWorldTimerManager().GetTimerElapsed(this, &AUTWeapon::RefireCheckTimer)

The sum of the elapsed and remaining time for a timer should be equal to the rate of the timer.

Timer Function Overloads

Each of the timer-manipulation functions has 3 flavors of overloads for interacting with timers.

  • Taking an object and a function.

    GetWorldTimerManager().SetTimer( this, &UMyClass::DoSomethingWithNoParams, 5.f, FALSE );

    This is the simplest form and the closest to the older system. It is identical to

    GetWorldTimerManager().SetTimer( FTimerDelegate::CreateUObject(this, &UMyClass::DoSomethingWithNoParams), 5.f, FALSE );

    It is a bit redundant, but it is cleaner and expected to be the most common use case.

  • Taking any type of non-dynamic delegate you can muster. It is a bit muddier syntactically but far more flexible. e.g.

    GetWorldTimerManager().SetTimer( FTimerDelegate::CreateUObject(this, &AMyClass::MyFunc), 5.0f, TRUE );
    GetWorldTimerManager().SetTimer( FTimerDelegate::CreateRaw(&MyStaticFunc, MyPassThruArg, MyOtherArg, YesOneMoreArg), 5.0f, TRUE );
    FTimerDelegate MyDel;
    Del.BindRaw(this, &AMyClass::MyFunc2);
    GetWorldTimerManager().SetTimer( MyDel, 5.0f, TRUE );
  • Taking a dynamic (i.e. UFunction) delegate.

    FTimerDynamicDelegate D;
    D.BindDynamic( this, &AMyClass::MyUFunction );
    GetWorldTimerManager().SetTimer( D, 5.0f, TRUE );

    These delegates are called via the UFUNCTION event mechanism, meaning they will properly respect things like non-native overrides such as in Blueprints.

Known Issues

  • The code is not threadsafe at the moment. It will cause an assert if accessed outside the game thread.