Custom Events vs Functions

But not everything you need d owith timers can be done by references. Or maybe i am wrong here, maybe epic improved this since 4.4 when i gave up on timers.

I found this much easier to maintain than bunch of timers:
Dispatcher in some of globally accessible blueprint like player controller, game state, that fires every 0.2 game second. And some integer counter in that dispatcher. Now everything can fire up nicely, and i did not found task that i need more than .2sec precision for game. This way if i want faster (or slower ticks)
i just change delay for firing up dispatcher.

Timers are nice way to do fire and forget tasks, but i had those strange crashes when using timers.