Video summary

Replace Event Tick with a proper easy timer system UE4-5

Main summary

Key takeaways

Technology

Summary (UE4/UE5 Blueprint: Replacing Event Tick with a Timer System)

The video demonstrates how to achieve periodic behavior in Unreal Engine Blueprints without using Event Tick.

“Old” approach (using Event Tick)

  • Uses Event Tick to continuously drive a Print String node.
  • This repeatedly prints a message every frame.

Timer-based replacement (no Event Tick)

The tutorial replaces the tick-based logic with a timer-like loop built from Blueprints:

  • Create a Custom Event (e.g., PrintHello) that contains the logic to print the output (e.g., “Hello”).
  • Create another Custom Event (e.g., Timer) that handles timing and retriggering.
  • Inside Timer, use a Retriggerable Delay node.
  • Chain execution so the delay continuously retriggers, and each cycle calls/re-triggers the print event to repeat the effect.
  • Trigger the looping behavior by calling the Timer custom event on BeginPlay.

Key improvement

  • The delay duration is made more dynamic by using a variable marked as “Delay Instance Editable.”
  • That variable is connected to the Delay duration input (set to 0.1 by default in the demo).
  • This allows adjusting timing per Blueprint instance or level—without relying on tick.

What the tutorial emphasizes

  • Avoid Event Tick for repeated printing/looping tasks.
  • Use Custom Events + Retriggerable Delay + BeginPlay to create controllable timer-like behavior.
  • Make the delay editable/configurable via a Blueprint variable.

Main speakers/sources

  • No specific speaker name is provided; the source appears to be the video narrator/instructor of the YouTube tutorial.

Original video