Well it’s extremely simple, you just drop a timer node and it will tick on the choosen period that’s it.
Nothing spectacular or fancy here. You can choose any arbitrary time scale, for demo purposes i set it to be .001 that is 1msec per tick. You can go lesser resolution that still acceptable. Timers are not extremely accurate but they can serve their purposes fairly good.
In order to make sure the tick is accurate, you can connect and raise an integer here, that you will print out on every tick or 1 seconds, so you can measure the accuracy. It is fairly good might as well be good enough for the timings.
I think you will go a little inbetween here with the timers, as they are in fact running on a lower layer of the framework, providing higher accuracy. You can get better accuracy from a stronger bounds to the cpu executions (eg a loop with a sleep() ) perhaps, but that is not an option for general purposes here.
Nah they run in blueprints, you don’t have to worry about coding that much. Code however doesn’t suffer from the VM’s inefficiency - but in a cooked game you can have nativized blueprints as well and they will perform way better.