There are numerous tutorials on the topic of timers and countdowns in UE4 and the UE4 docs also have a section on it. However, there are several different ways to approach an implementation. Thus, I would like to know:
Which way is best in order to achieve accurate timing (including milliseconds) without causing unnecessary overhead?
In case someone reads this post and wonders what different possibilities I could mean (or is just looking for any way to implement a timer or countdown):
- Some implemetations use timer handles (e.g. UE4 docs or this YT tutorial)
- Others utilize the Event Tick in combination with delta time (e.g. proposed in this UE4 question hub answer) (I assume this might be the most advanced method?)
- The Event Tick is sometimes also combined with a 1 second delay in order to get something happening once every second (seems to be rather popular: YT tutorial (and the video before in the playlist), another YT tutorial or the Answer Hub sometimes)
- A timeline is also frequently used, although the documentation says it is designed for “simple time-based animation” stuff. (e.g. this tutorial from the Unreal Engine YT channel or another YT tutorial)