UE set Timer by function name

这个set Timer by function name节点一般使用场景:
在有些不是继承AActor的蓝图类里面没有tick,可以使用Timer每隔一段事件调用函数
或者在有的类里面需要使用多个“tick”,可以设置多个Timer,一般接在Event BeginPlay后
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运行结果

### Unreal Engine 5 Timer Function Usage In Unreal Engine 5, timers are used to execute code after a specified delay or at regular intervals. This functionality is provided by the `FTimerHandle` class along with methods available in actors and other objects derived from `AActor`. To set up a timer that calls a specific function periodically or just once, developers can use several functions such as `GetWorldTimerManager().SetTimer()`. For setting a one-time delayed execution of a method: ```cpp FTimerHandle MyTimerHandle; float DelayTime = 2.f; // Time before executing the function. GetWorld()->GetTimerManager().SetTimer(MyTimerHandle, this, &AMyClass::MyFunctionToCall, DelayTime, false); ``` When it comes to repeating an action every certain amount of time until stopped manually (or under some condition): ```cpp FTimerDelegate TimerDel; FTimerHandle PeriodicTimer; // Bind delegate to member function. TimerDel.BindUFunction(this, FName("TickEverySecond")); // Call TickEverySecond() each second indefinitely. GetWorld()->GetTimerManager().SetTimer(PeriodicTimer, TimerDel, 1.0f, true); // Later when stopping... GetWorld()->GetTimerManager().ClearTimer(PeriodicTimer); ``` The above snippets show how easy it is within UE5 to schedule tasks using built-in mechanisms without needing external libraries or complex multithreading logic[^1]. #### Example Use Case Scenario Imagine creating a game where enemies spawn randomly around the map over time. A developer could implement this feature efficiently through the utilization of timers like so: ```cpp void AEnemySpawner::BeginPlay() { Super::BeginPlay(); FTimerHandle SpawnTimerHandle; GetWorld()->GetTimerManager().SetTimer(SpawnTimerHandle, this, &AEnemySpawner::SpawnRandomEnemy, 3.0f, true); } void AEnemySpawner::EndPlay(const EEndPlayReason::Type EndPlayReason) { Super::EndPlay(EndPlayReason); GetWorld()->GetTimerManager().ClearAllTimersForObject(this); } ``` This example demonstrates spawning random enemies every three seconds while ensuring all active timers get cleared upon destruction which prevents potential memory leaks or crashes due to dangling pointers trying to access destroyed instances[^2].
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