U++ 使用setTimer函数

.h:

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "Plants.generated.h"

UCLASS()
class HOWTO_AUTOCAMERA_API APlants : public AActor
{
    GENERATED_BODY()
    
public:    
    // Sets default values for this actor's properties
    APlants();

protected:
    // Called when the game starts or when spawned
    virtual void BeginPlay() override;

public:    
    // Called every frame
    virtual void Tick(float DeltaTime) override;
    UFUNCTION(BlueprintCallable)
        void LoopDo();

};


.cpp:

// Fill out your copyright notice in the Description page of Project Settings.


#include "Plants.h"
#include "Engine.h"

// Sets default values
APlants::APlants()
{
     // Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
    PrimaryActorTick.bCanEverTick = true;

}

// Called when the game starts or when spawned
void APlants::BeginPlay()
{
    Super::BeginPlay();
    FTimerHandle TimeHandle;
    GetWorld()->GetTimerManager().SetTimer(TimeHandle, this, &APlants::LoopDo, 0.2f, true);
}

void APlants::LoopDo() {
    GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("22"));
    return;
}

// Called every frame
void APlants::Tick(float DeltaTime)
{
    Super::Tick(DeltaTime);

}



同时,SetTimer也可以做出Delay效果,只需要把最后一位True,改为False。

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