/
//下一帧生成
GetWorld()->GetTimerManager().SetTimerForNextTick([this]() {
P1_Mark = GetWorld()->SpawnActor<AL1_Mark>(P1_MarkClass, RobotMarkPoint->GetActorTransform());
});
/
//计时器,按照时间绑定执行函数(自毁)
/*需添加宏
#include "Engine/World.h"
#include "TimerManager.h"
*/
FTimerHandle Timer;
GetWorld()->GetTimerManager().SetTimer(Timer, [this] {
if (this && this->IsValidLowLevel())
{
Destroy();
}
}, 0.36f, false);
/
//计时器,按照时间绑定执行函数
FTimerHandle Timer;
GetWorld()->GetTimerManager().SetTimer(Timer, this, &AActor::Interaction_Timer, 0.1f, false);
GetWorld()->GetTimerManager().ClearTimer(Timer);