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UBTService_Timer

Overview

UBTService_Timer is a Behavior Tree service used to manage a countdown timer. It inherits from UBTService and provides functionality to initialize, tick, and handle the lifecycle of the timer. The timer can be set to loop or not, and it updates a blackboard key when the timer expires.

Properties

Type

Name

Access

Description

FValueOrBBKey_Float

Duration

EditAnywhere

The duration of the timer.

bool

bLoop

EditAnywhere

Whether the timer should loop after expiration.

FBlackboardKeySelector

DoneKey

EditAnywhere

The blackboard key to update when the timer expires.

Functions

Return Type

Signature

Description

uint16

GetInstanceMemorySize() const

Returns the size of the instance memory required for this service.

void

InitializeFromAsset(UBehaviorTree& Asset)

Initializes the service from a behavior tree asset.

void

OnBecomeRelevant(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory)

Called when the service becomes relevant. Sets up the timer and clears the blackboard key.

void

TickNode(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory, float DeltaSeconds)

Ticks the node, updating the timer and blackboard key as necessary.

void

OnCeaseRelevant(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory)

Called when the service ceases to be relevant. Resets the timer and clears the blackboard key.

Usage & Implementation Notes

  • Threading Constraints: This service is designed to run on the game thread.

  • Replication Requirements: None.

  • Memory Lifetime Management: The memory for FTimerMem is managed by the Behavior Tree system.

  • Initialization Dependencies: Depends on a valid blackboard asset.

22 May 2026