Using timers or delays in widgets produce weird results

In a widget I was running a timer every 3 seconds that would compare two dateTimes. If the difference of the two dateTimes was 30 seconds or more off I would stop the timer, spawn a widget(B), and call a start to the timer again when widget(B) is destroyed.

The issue was that sometimes widget(B) would spawn multiple times; seemed to occur more frequently after it has been dismissed several times.

I resolved the issue by moving the code to a blueprint and calling it there.

I’m not entirely sure if it was a fluke or a consistent bug but figured I would mention it here just in case.

Hello Distul,

I am happy to hear that you have resolved your issue. If you would like to provide the blueprints that you were using before you resolved this issue I will be happy to take a look and let you know if this is working as intended. Util then I will be marking this question as resolved per your comment. If this issue occurs again please feel free to reopen this issue with any additional information by posting a reply.

Make it a great day