Editor: Timed Events
Description
Unreal supports time-based events in the form of Delay
or Timer
event nodes. This is all handled by Unreal Engine’s main game loop in the form of latent actions or by the master tick event scheduler.
Delay Events
The Delay
node performs what is called a “latent action”. This means the code that needs to be executed will be run at a later (AKA: latent) stage in the update loop. You can also create a repeat loop using the Retriggerable Delay
node calling itself.
Timer Events
The Timer
node registers an event or function in Unreal Engine’s tick system. This allows for more customizable events since you can store the event handle to pause/un-pause/stop the created Timer
event. You can also flag if your event needs to loop and/or have an initial start delay