Set Timer by Event not firing

Hi, I have a “Set Timer by Event” node that is supposed to fire in this User Widget blueprint. I can’t seem to make it work

I have put strings to debug before and after the timer, those work but not inside the event.

Not much to see here.

  • could you show what this is connected to?
  • and what the event is connected to?

This is what it’s connected to

And this is the event

those work but not inside the event.

Can you print here:

image

Does it print?

Tried, doesn’t print anything

Then the issue is elsewhere, where we cannot see.

Hard to imagine what could be happening, though. What are the chances this widget is immediately destroyed as soon as this click goes off:

image


The widget animations play?

Both the animations play and a print works right before the timer and also right after it


Simplified it: “Hello” is not printed

Yeah, no, this does make the editor look drunk.


Also tried with Event Tick (still in this User Widget, so it starts ticking when the widget appears) and again, only 1 and 2 are printing repeatedly

This should not work, ofc. You’re resetting the timer.

1 Like

Does the cast to MainMenuWidget pass or fail? Perhaps it’s not even getting to setting the timer?

OP said the animations are playing and strings print before & after the timer. :person_shrugging: I call shenanigans of sorts. One’d need to work hard to break the ABC:


I was even entertaining the idea that French locale:

image

Breaks the timer via a decimal separator… This is utter gibberish.

Thought of this too but , is placed automatically and I can’t change it to a .
Also I’ve used several timers in other blueprints and they all work!
Tested the ABC in another widget, in the level blueprint too, same results

1 Like

Could you confirm the type of blueprints inside which the Timers do / not work?

Does same result here means that the timer does not work in the LB?

Blockquote Does same result here means that the timer does not work in the LB?

Yes.

User Widget: No
This Level Blueprint: No
Another Level Blueprint: Yes (this is interesting)
Player Blueprint: Yes

So while testing I found out the same timer with Event works fine in a seperate level blueprint (the first world in the game) but not in the level blueprint that hosts the widgets.
The BP that works is a level with the character playable and the one that doesn’t is the main menu (which has this at the start:)

Is this a migrated project from a previous engine version?

No, I am still using 5.1.1 since I made this project
However I didn’t open it for a bit of time until today
image

The bottom line is there is not a setting that makes timers work sometimes. It might be an obscure bug. If this is a critical thing, make a project backup, update the engine. See if that delivers.

Would there be a node that could check if the widget is destroyed or not? Like a delay before a print? (Regardless I can still see the widget on my screen.)
If not I’ll try to update