In this case, we bind the function by name instead. The example is from the Action Roguelike project. It’s possible to pass parameters into timer functions (delegates). } Using SetTimer() on a Function with Parameters GetWorld()->GetTimerManager().ClearAllTimersForObject(this) Alternatively you can clear ALL timers that belong to this (Actor) instance. GetWorld()->GetTimerManager().ClearTimer(FuzeTimerHandle) Ensure the fuze timer is cleared by using the timer handle void ASBombActor::EndPlay(const EEndPlayReason::Type EndPlayReason) You don’t need to do this for timers that have elapsed and aren’t looping. There are two ways of dealing with timer removal. When destroying or deactivating objects, make sure you clear any active timers. Your function will look something like this: UFUNCTION() It’s important to mark your function with UFUNCTION() macro in order to have it bind correctly with the timer. * Handle to manage the timer */įTimerHandle FuzeTimerHandle Binding Timer to Function Although you are not required to keep a reference to the handle, it’s recommended to put this in your header to properly clear or pause your timer instance. GetWorld()->GetTimerManager().SetTimer(FuzeTimerHandle, this, &ASBombActor::OnExplode, MaxFuzeTime, false) * Activate the fuze to explode the bomb after several seconds */ You can also set a timer to run the next frame by calling SetTimerForNextTick().Ĭode sample from SurvivalGame BombActor where we set a timer for a delayed explosion: void ASBombActor::OnUsed(APawn* InstigatorPawn) There are a couple of overloads (function variations) available to pass the function to execute, the interval between ticks (if looped) and flag to set looping, and the optional first delay. You set timers through the global timer manager which is available through GetWorld()->GetTimerManager() or the shorthand available in any Actor, GetWorldTimerManager() which returns the same timer manager. Using SetTimer() on a Function with Parameters.The browser tab is in the background mode.Īll that may increase the minimal timer resolution (the minimal delay) to 300ms or even 1000ms depending on the browser and OS-level performance settings.Please note that all scheduling methods do not guarantee the exact delay.įor example, the in-browser timer may slow down for a lot of reasons: The browser limits the minimal delay for five or more nested calls of setTimeout or for setInterval (after 5th call) to 4ms.Zero delay scheduling with setTimeout(func, 0) (the same as setTimeout(func)) is used to schedule the call “as soon as possible, but after the current script is complete”.Nested setTimeout calls are a more flexible alternative to setInterval, allowing us to set the time between executions more precisely.To cancel the execution, we should call clearTimeout/clearInterval with the value returned by setTimeout/setInterval.args) allow us to run the func once/regularly after delay milliseconds. That limitation comes from ancient times and many scripts rely on it, so it exists for historical reasons.įor server-side JavaScript, that limitation does not exist, and there exist other ways to schedule an immediate asynchronous job, like setImmediate for Node.js. The similar thing happens if we use setInterval instead of setTimeout: setInterval(f) runs f few times with zero-delay, and afterwards with 4+ ms delay. The 4+ ms obligatory delay between invocations comes into play. If (start + 100 < Date.now()) alert(times) // show the delays after 100msĮlse setTimeout(run) // else re-schedule Times.push(Date.now() - start) // remember delay from the previous call
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