![]() You can just reuse it and i wil work fine but true timer you must clear them or you will get to many running and cause a major problem. 1390×341 36.9 KB 1 Like TheKaosSpectrum November 3, 2021, 4:12am 11 If you provide a time of less or equal 0 to the timer, it will clear the timer also. You do not need to clear a false timer as they are set false once they are fired off. Just one correction if you call SetTimer on a timer that is already running, the function will replace the current time as stated here. One other thing to mention is, if you set your timer to false it will fire when the timer float has run out. GetWorldTimerManager().ClearTimer(TimerHandle_DoWhatEver) If ( GetWorldTimerManager().IsTimerActive(TimerHandle_DoWhatEver)) CHECK IS TIMER RUNNING, IF SO CLEAR IT. get set to true somewhere else in your code to let you thru and clear the timer. in the other function, the 1st check will be a bool that returns if its false and when it gets set to true it lets you thru the next function and clears the timer. Such as, set a timer to true to go to another function. GetWorldTimerManager().SetTimer(TimerHandle_DoWhatEver, this, &AYourClass::SomeFunction, 1.0f, true) Įxample: How to use it as a timer check to pause code until a certain condition is true. If (!GetWorldTimerManager().IsTimerActive(TimerHandle_DoWhatEver)) Always check the timer that it is not running or it is false before you set it, so you do not get a double timer. To use them in your cpp file, use it like this. h file, that is exactly how they should be. Im running a STM32F103 with only StdPeriph Lib. The handle is only filled once it was used by SetTimer, therefore you need to save it after the timer was set. I configured my TIM4 as encoder input and everything is working well when I execute TIMGetCounter(TIM4) But I would like to put the timer value back to 0 (reset) when I press a push button with an interrupt on it) and I dont find a reset function. The problem was that just by declaring an FTimerHandle Timer you generate an invalid handle (basically an uint64 0). ![]() SetTimer with the same handle indeed does reset the timer as expected. Instead, I’m getting added only once (so we know that check works), but the effect is removed multiple times.Īka, each use adds a new timer until effect removal, instead of resetting the old one. I want to set the timer, save its handle, and if same effect is added, restart the timer by handle. PROBLEM: doesn't reset the timer, always sets a new one? :( GetWorldTimerManager().SetTimer(Timer, Call, Duration, false) Each of the curves is charted based on the Outdoor Cutoff setting less the. ![]() - should this work ? or is my princess in another castle.Īuto Call = FTimerDelegate::CreateLambda( /* remove effect */ ) Heat-Timer developed 16 outdoor reset curves that satisfy every building type. if no, return true and save InKey and InTimer internally if yes, return false and modify InTimer by ref& Effects.Add checks do we already have it, by Key Supposing the problem isn’t in saving the handle, can I reset timer by handle? Would you please check code below, and tell me if this approach simply won’t work >(
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