#include <TimerManager.h>
◆ FTimerData() [1/3]
| FTimerData::FTimerData |
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◆ FTimerData() [2/3]
◆ FTimerData() [3/3]
◆ operator=() [1/2]
◆ operator=() [2/2]
◆ 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
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
Handle representing this timer
◆ 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
Time between set and fire, or repeat frequency if looping.
◆ Status
◆ 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: