Hey all. I’ve been messing around with various ways to create a timer, whether it be to count up or down. I’ve used Event Tick, Get Gameplay , Timelines, and Set Timer/Set Timer Delegates.
I was wondering if one of these, or perhaps another alternative, is the best, most efficient way to keep track of .
I’m making timers for a level (say, the level lasts 60 seconds) that counts down to 0, and I’m making timers for duration in an area at the moment. I liked timelines too.
I want to wait to hear if anyone else wishes to give their input. If not, I’ll mark your answer as Correct later.
Gameplay Timers should be driven by the Event tick. For adding and removing seconds from a “clock” (timer), you would normaly use the Tick and add the Delta to a float variable.
I’m doing this for my Gameplay Timer that counts how long the players last before getting killed by a heave wave of enemies.
Although you could use a timer that gets started with the BeginPlay, the EventTick ensures with the delta , that every Players get’s the same . Having low fps or a lag? The DeltaTime response to it (at least i think that is how it happens).
I get ya.
I usually try to avoid using Event Tick as much as possible because I don’t want to become too dependent on it, as it could lead to slower FPS and performance. Usually, I opt for something I can control and turn on/off more, such as Timelines. Because I would be handling the server-side only, replicating that information to the clients shouldn’t be an issue with whether I use DeltaTime or not. (I think? I may be wrong on that.).
Hm, if you are using it only on the server, then you could use a timer, set to 1 sec and looping to get this started. But i can’t promise that using the event tick wouldnt be better.