My application uses a lot of events triggered on a looping timer using “Set Timer by Event” - in BluePrint.
The issue is all of my timers are required to only run a certain number of times, but the “Set Timer by Event” only allows you to loop on the triggered event without setting a number of times the event should trigger. I know I can limit the number of times the event triggers by using a counter variable and increment it every time the event is triggered, and then when the counter reaches some target count, call “Clear and Invalidate Timer by Handle”. This will achieve what I’m looking for.
The issue is that since I have a lot of timers, it means having a lot of counter variables, all which need to be updated and checked. As I got into this I just thought it would be great if the function “Set Timer by Event” had an additional input to specify the number of times the event will loop for and then clear and invalidate the timer internally, so I don’t have to create and manage all the counter variables myself.
As a bonus, if when the event is triggered it had an integer input indicating the number of times the event has been triggered already, that would be cool.
Anyways, just wondering if others might find this feature useful, and for those who know Unreal whether it’s practical in the first place.