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

#include <EventLoopTimer.h>

Public Member Functions

 FTimerData (FTimerCallback &&InCallback, TOptional< FTimespan > InFirstDelay, FTimespan InRate, bool bInRepeat)
 
 FTimerData ()=default
 
 FTimerData (FTimerData &&)=default
 
 FTimerData (const FTimerData &)=delete
 
FTimerDataoperator= (FTimerData &&)=default
 
FTimerDataoperator= (const FTimerData &)=delete
 

Public Attributes

FTimerCallback Callback
 
TOptional< FTimespanFirstDelay
 
FTimespan Rate
 
FTimespan Expiration
 
ETimerStatus Status = ETimerStatus::Pending
 
uint8 bRepeat: 1
 

Constructor & Destructor Documentation

◆ FTimerData() [1/4]

UE::EventLoop::FTimerData::FTimerData ( FTimerCallback &&  InCallback,
TOptional< FTimespan InFirstDelay,
FTimespan  InRate,
bool  bInRepeat 
)
inline

◆ FTimerData() [2/4]

UE::EventLoop::FTimerData::FTimerData ( )
default

◆ FTimerData() [3/4]

UE::EventLoop::FTimerData::FTimerData ( FTimerData &&  )
default

◆ FTimerData() [4/4]

UE::EventLoop::FTimerData::FTimerData ( const FTimerData )
delete

Member Function Documentation

◆ operator=() [1/2]

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

◆ operator=() [2/2]

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

Member Data Documentation

◆ bRepeat

uint8 UE::EventLoop::FTimerData::bRepeat

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

◆ Callback

FTimerCallback UE::EventLoop::FTimerData::Callback

Holds the callback to call.

◆ Expiration

FTimespan UE::EventLoop::FTimerData::Expiration

When the timer is active, the expiration is the absolute time relative to the Timer Manager at which the timer should be fired.

◆ FirstDelay

TOptional<FTimespan> UE::EventLoop::FTimerData::FirstDelay

Time to delay the first execution of the timer. Relevant to looping timers.

◆ Rate

FTimespan UE::EventLoop::FTimerData::Rate

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

◆ Status

ETimerStatus UE::EventLoop::FTimerData::Status = ETimerStatus::Pending

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