FLimenTickCheck
Overview
FLimenTickCheck is designed to repeatedly check a condition using a lambda function. It uses Unreal Engine's FTimerManager to schedule the checks at regular intervals until either the condition is met or the maximum number of ticks is reached.
Properties
Type | Name | Access | Description |
|---|---|---|---|
UWorld* | World | Private | The world in which the tick check operates. |
int32 | MaxTicks | Private | The maximum number of ticks to wait before giving up. |
int32 | CurrentTicks | Private | The current tick count. |
FTimerHandle | TimerHandle | Private | The handle for the timer used to schedule the next tick check. |
TFunction<bool()> | Callback | Private | The lambda function that defines the condition to check. |
Functions
Return Type | Signature | Description |
|---|---|---|
void | AddLambda(const TFunction<bool()>& InFunc) | Adds a lambda function to be checked repeatedly. If the world is valid, it schedules the first tick check immediately. |
void | InternalCallback() | The internal callback function that checks the condition and schedules the next tick if necessary. |
Usage & Implementation Notes
This class should only be used in game worlds as it relies on
GEngine->GetWorld()to get the current world.The lambda function provided must not be null; otherwise, an assertion will fail.
If the condition is met or the maximum number of ticks is reached, the timer is cleared and the callback is reset.