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October 13, 2024 23:47
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| // Fill out your copyright notice in the Description page of Project Settings. | |
| #include "TimerComponent.h" | |
| #include "Logging/StructuredLog.h" | |
| // Sets default values for this component's properties | |
| UTimerComponent::UTimerComponent() | |
| { | |
| // Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features | |
| // off to improve performance if you don't need them. | |
| PrimaryComponentTick.bCanEverTick = true; | |
| // ... | |
| } | |
| // Called when the game starts | |
| void UTimerComponent::BeginPlay() | |
| { | |
| Super::BeginPlay(); | |
| // ... | |
| UE_LOGFMT(LogTemp, Log, "Set a timer..."); | |
| GetWorld()->GetTimerManager().SetTimer(TimerHandle, this, &ThisClass::TimerFunction, 5.f, true); | |
| } | |
| void UTimerComponent::TimerFunction() | |
| { | |
| UE_LOGFMT(LogTemp, Log, "This is the timer..."); | |
| } | |
| // Called every frame | |
| void UTimerComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) | |
| { | |
| Super::TickComponent(DeltaTime, TickType, ThisTickFunction); | |
| // ... | |
| } | |
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| // Fill out your copyright notice in the Description page of Project Settings. | |
| #pragma once | |
| #include "CoreMinimal.h" | |
| #include "TimerComponent.generated.h" | |
| UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent)) | |
| class TIMERTEST_API UTimerComponent : public UActorComponent | |
| { | |
| GENERATED_BODY() | |
| public: | |
| // Sets default values for this component's properties | |
| UTimerComponent(); | |
| protected: | |
| // Called when the game starts | |
| virtual void BeginPlay() override; | |
| FTimerHandle TimerHandle; | |
| UFUNCTION() | |
| void TimerFunction(); | |
| public: | |
| // Called every frame | |
| virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override; | |
| }; |
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