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Delay is not synch with Real Time Seconds

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As in the image, there are two examples one with delay and one with a timer But these two print strings are not giving the same number in the same real-time seconds

Set timer by event is actually completely synch with real-time seconds But delay does not synch with real-time seconds and mostly delay falls behind the real-time

Product Version: UE 4.19
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asked Dec 19 '18 at 01:47 PM in Blueprint Scripting

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tranduil
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IIRC the delay node just calculates when it should fire based off thr frame rate but the timer node will work it out based on the time passed.

I'd use the Timer method for accuracy.

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answered Dec 19 '18 at 01:59 PM

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HarryHighDef
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avatar image Tuerer Dec 19 '18 at 02:09 PM

Another thing, when you use the delay, you set the variable first, then the delay starts counting. In case of the timer, first the timer counts, then it sets the variable. So, if we put the accuracy aside and assume they are equally accurate, if you execute both at the same moment, at any given time the value set after delay will be 0.015 higher than the value set on timer tick.

avatar image tranduil Dec 19 '18 at 02:10 PM

This is really sad because i want to use it in a macro .I m trying to create something like a timeline inside the macro and only delay can be used inside it so i m probly gone try combine delay with real world seconds check :)

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