In C++ , I have a timer and I set it’s looping value to true :
...
GetWorldTimerManager().SetTimer(FTimerDelegate::CreateUObject(this, &AES_ScorBot::ObstacleTimerHandler), 5.0f, true);
....
void AES_ScorBot::ObstacleTimerHandler()
{
if (!bHandleObstacle)
{
// HERE , I WOULD LIKE TO STOP THIS TIMER.....
}
}
Thanks! This effectively gives us the same functionality as the blueprint Clear and Invalidate Timer by Handle node.
In AActor derived classes we can use the short form: