Table of Contents

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.

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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

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Resources