Handling A TArray(FTimerHandle) on Finished Timers
I'm making a component that handles tracing data. The user can input Trace-Data to be started. I want it to have 3 models of Tracing: Single, Timed (Running on Timer Trigger by Timers), Timed(Running every Tick by Tick). The setup works well when dealing with a single instance of said information (the variables are stored in an FStruct). At the end of each Tracing's process, the Saved Tracing and Timer Data are respectively deleted.
From this, I am in the process of making it TArray Compatible. Both the Single and Tick Based ones already work; however, I am somewhat stuck for the Timer One since On-Timer Finalization there's no direct way to really know which Array Item was the one that finished. I mean this because I wish to make this system as dynamic as possible; this meaning that the user can add as many Array Items as needed and the SetTimer that I use utilizes void(void) functions as outputs (delegates could work but the events wouldn't fire within said component).
Like the single instance one, upon Timer finishing, I would need to know how to split the data and determine which timer was the one that finished (without adding a limit to the amount of timer-based Items that there can be).
At the moment, I have an FStruct that stores an FTimerHandler and an integer (Which tracks which respective Trace Data Array-Item is used by). I've looked at https://api.unrealengine.com/INT/API/Runtime/Engine/FTimerManager/ but can't seem to find what I'm looking for/a way to implement from it.
What do you recommend / suggest? Thanks!
You can send argument to binded function, by creating custom FTimerDelegate, like this:
Then put that delegate in SetTimer.
Also "delegates could work but the events wouldn't fire within said component", the
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