Hi! I am using timer inside editor blueprint. If I am loading a new map with
FEditorFileUtils::LoadMap(mapPath, false, false);
no matter what I do, I get timer crash on this line: CurrentlyExecutingTimer.Clear(); inside TimerManager.cpp
I tried all kind of stuff like:
world->GetTimerManager().ClearAllTimersForObject(this);
world->GetTimerManager().ClearTimer(timeHandler);
timeHandler.Invalidate();
without any luck. Any idea what else can I do? It seems like loading new map somehow screws up the timer, but I can’t find any clue on how to workaround that issue.
I need that timer in order to run for…to loop on seperate thread, while loading different maps.