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How to use new "Timer by Handle" nodes?

I have a lot of warnings because i need to change old Set/Clear/Pause Timer nodes to new ones. Previously I've had e.g. Clear Timer with Function Name typed in. I have no idea how to use the new nodes and I can't find any documentation regarding these.

Edit: I see that there is a "Handle" output in new Set Timer by Function Name node. So i guess that we need to save this as a variable and then pass it to e.g. Clear Timer by Handle? That will need an extra variable for every Timer in a class...

Product Version: UE 4.9
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asked Aug 31 '15 at 07:09 PM in Blueprint Scripting

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Previuesly timers use combination of object pointer and function pointer to identify timers, but this method has a weakness, you can only assign one timer to single object and single function in it. With handlers as identificator it's not a problem anymore + you change target function in timer without creating new timer. So yes if you want to operate timer in future you need to create FTimerHandle, you can reduce number of handles by reusing single handle for multiple timers if you know that those timers is not used in same time.

Also if you want create "set and forget" kind of timer, you dont need to keep handle, timer will work without it, just declare local FTimerHandle varable before SetTimer and set the timer like this

 FTimerHandle Handle;
 SetTimer(Handle, this, &UExample::Example);

But keep in mind if you use Handle you will not able to control timer anymore.

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answered Aug 31 '15 at 08:05 PM

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avatar image Slavq Aug 31 '15 at 08:30 PM

Thanks for explanation bro!

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