Version 4.9.1 actually.
Before 4.9.1 my timers were executing properly now there’s a specific timer that no longer works and some others work sometimes and does not work.
It could be because of how I’m creating my timers I’m not sure if there’s now an extra step to creating timers but I use
GetWorldTimerManager().SetTimer and clear timer with it.
I also use FTimerHandle variables for specific things.
to give you an example of what I’m calling …
FTimerHandle THResetCombo,THRUpdateAnimation, THDodgeCoolDown, animationTimer;
FTimerHandle THResetCombo,THRUpdateAnimation, THDodgeCoolDown, animationTimer;
(inside my attack function)
else if (isAttacking == true && AttackAnimationPlaying == true)
{
flipbookframe = GetSprite()->GetPlaybackPositionInFrames();
if (numOfSwings < 2)
{
if (flipbookframe >= 7)
{
if (!GetWorldTimerManager().TimerExists(THResetCombo);)
{
GetWorldTimerManager().SetTimer(THResetCombo,this,&AWasabi_HorizonCharacter::ResetCombo, 10.0f, false);
}
…etc… (its not calling ResetCombo)
I also have a dodge cool down in a similar way, and it works! but sometimes…it does not.
I followed it via break calls in VS2013 and found that TimerExists is always set as false( even when I set the timer number high and check to see. it always registers as false. ) so it’s a weird not making it exist and probably making a few of these timers at the same time or resetting the timer every single time. I also want to mention how often this function gets checked.(through an Update Function). if I’m not updating the function(with the class variables that work globally not locally), it works fine, but, since I’m calling the function a few times … that’s where things get weird.
Before 4.9.1 it wasn’t an issue or at least functioned in a way that did not outright give me this error. thought I’d call it in just in case. Please let me know if I’m a fool!