UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FTimerData Struct Reference

#include <TimerManager.h>

Public Member Functions

ENGINE_API FTimerData ()
 
 FTimerData (FTimerData &&)=default
 
 FTimerData (const FTimerData &)=delete
 
FTimerDataoperator= (FTimerData &&)=default
 
FTimerDataoperator= (const FTimerData &)=delete
 

Public Attributes

uint8 bLoop: 1
 
uint8 bMaxOncePerFrame: 1
 
uint8 bRequiresDelegate: 1
 
ETimerStatus Status
 
ELevelCollectionType LevelCollection
 
float Rate
 
double ExpireTime
 
FTimerUnifiedDelegate TimerDelegate
 
FTimerHandle Handle
 
const voidTimerIndicesByObjectKey = nullptr
 

Constructor & Destructor Documentation

◆ FTimerData() [1/3]

FTimerData::FTimerData ( )

◆ FTimerData() [2/3]

FTimerData::FTimerData ( FTimerData &&  )
default

◆ FTimerData() [3/3]

FTimerData::FTimerData ( const FTimerData )
delete

Member Function Documentation

◆ operator=() [1/2]

FTimerData & FTimerData::operator= ( const FTimerData )
delete

◆ operator=() [2/2]

FTimerData & FTimerData::operator= ( FTimerData &&  )
default

Member Data Documentation

◆ bLoop

uint8 FTimerData::bLoop

If true, this timer will loop indefinitely. Otherwise, it will be destroyed when it expires.

◆ bMaxOncePerFrame

uint8 FTimerData::bMaxOncePerFrame

If true for a looping timer, it will run a maximum of once per frame when it expires. Otherwise, it will run as many times as can fit in the current frame's delta time (rounding down).

◆ bRequiresDelegate

uint8 FTimerData::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).

◆ ExpireTime

double FTimerData::ExpireTime

Time (on the FTimerManager's clock) that this timer should expire and fire its delegate. Note when a timer is paused, we re-base ExpireTime to be relative to 0 instead of the running clock, meaning ExpireTime contains the remaining time until fire.

◆ Handle

FTimerHandle FTimerData::Handle

Handle representing this timer

◆ LevelCollection

ELevelCollectionType FTimerData::LevelCollection

The level collection that was active when this timer was created. Used to set the correct context before executing the timer's delegate.

◆ Rate

float FTimerData::Rate

Time between set and fire, or repeat frequency if looping.

◆ Status

ETimerStatus FTimerData::Status

Timer Status

◆ TimerDelegate

FTimerUnifiedDelegate FTimerData::TimerDelegate

Holds the delegate to call.

◆ TimerIndicesByObjectKey

const void* FTimerData::TimerIndicesByObjectKey = nullptr

This is the key to the TimerIndicesByObject map - this is kept so that we can look up even if the referenced object is expired


The documentation for this struct was generated from the following files: