Timer Device

The is a Device in Fortnite: Creative and Unreal Editor for Fortnite.
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|-|Settings=
==All Settings==
All default values have been Bolded.
Option 	Value 	Description
Duration 	60.0s, 1.0s - 60m 	Sets the length of the timer.
Count Down Direction 	Count Down, Count Up 	Determines if the timer counts down from Duration to 0, or counts up from 0 to Duration.
Start at Game Start 	Yes, No 	If for everyone, this uses no instigator. If for a specific Team or Class, it will use a random player on that Team or Class, if per-player, it will save the instigator per player.
Timer Name 	None, { Custom Text } 	Determines the primary text that appears over the in game device.
Can Interact 	Yes, No, Only Start, Only Complete 	Interact to Start/Complete the timer.
Interact Time 	0.0s - 60.0s 	Determines the amount of time a player must interact with the device.
Activating Team 	Any, Team 1 - Team 100 	Determines what Team the activating player must be on when starting a timer for Everyone. For Player timers, the timer is only started for a player if they are on this team.
Applies To 	Everyone, Player 	When a timer starts, is it tracked for the player themselves only, or everyone. Saving and loading timers will only work when applying to players, not everyone.
Success on Timer End 	Yes, No 	If the timer reaches its end, rather than being completed by a receiver, does it count as a success (i.e. survival game) or a fail (i.e. time trial). Determines UI feedback and which transmitter
activates.
Completion Behavior 	Stop, Disable, Reset, Restart 	
* Disable: Puts the device into the disabled state. 
* Stop: Leaves the timer at its final state with the UI showing the success or fail text - it cannot be restarted without a reset.
* Reset: Puts the timer back into its pre-start state. 
* Restart: Resets and then starts the timer again.
Visible During Game 	Only Timer, Hidden, All 	Determines what should be visible during Gameplay or if the timer should be completely hidden.
Timer Color 	#ffffff, Select a Color 	Determines the color of the in game device text.
Display Time In 	Minutes:Seconds, Seconds Only 	Determines if the time is displayed in minutes and seconds or only seconds.
Timer Not Started Text 	None, { Custom Text } 	Secondary text to display when the timer is enabled but has not started running - displayed before the timer has begun for the first time or after a reset.
Timer Running Text 	None, { Custom Text } 	Secondary text to display when timer is running.
Paused Text 	None, { Custom Text } 	Secondary text to display when timer is paused.
Success Score Value 	0, -200 - 200 	On timer success, award specified score.
Failure Score Penalty 	0, -200 - 200 	On timer failure, penalize score as specified.
Score Per Second Remaining 	0.0, -200 - 200 	Provide the player score for each second they have left on the clock when the timer was completed.
Show on HUD 	Yes, No 	Determines if a timer shows on the HUD.
Timer Label Text Style 	Default, Small, Large, Bold, Extra Large, Blue, Bold Blue, Orange, Bold Orange, Red, Red Outline	Determines the style applied to the timer label when it is displayed.
Use Persistence 	Yes, No 	When enabled, the time will be saved between game sessions. Saving and loading timers will only work when applying to players, not everyone.
Auto-Save 	Yes, No 	Determines whether the timer is saved automatically between game sessions. If Load Elapsed is set to True the timer will continue running after saving.
Auto-Save When 	Always, On Exit 	Determines when the timer saves its state. Always saves the state at regular intervals. On Leave saves the state when the player leaves the session.
Auto-Load 	Yes, No 	Will the timer automatically load upon rejoining the game or new rounds, or require manually load from trigger.
Auto-Load When 	Always, Join In Progress 	If set to Always the timer is loaded regardless the player is joining in progress the same session or a new one.
Load Elapsed Time 	Yes, No 	When enabled and the time is loaded, calculates the elapsed time since the timer was saved.
Enable Urgency Mode 	Yes, No 	Allows the Device to enter Urgency Mode at the time set in the Urgency Mode Time option.
Urgency Mode Time 	1.0s - 60m 	Time before the timer ends that urgency mode starts.
Urgency Text 	None, { Custom Text } 	Secondary text to display when timer is in urgency state.
Audio Effects 	Yes, No 	Determines whether the device will play audio effects during the game.
If Instigating Player Is Not Present 	Random Player, Empty Instigator 	When an event is sent and the instigating player is no longer in the game, this determines what player instigated that event.
Set Lap Time on Success 	Yes, No 	If set, a lap time will be set for the player whenever this timer is completed successfully.
Lap Time Style 	Time Elapsed, Time Remaining 	When a Lap Time is set, Time Elapsed measures how many seconds have passed on the Timer, Time Remaining measures how many seconds are left.
Display Score Update on HUD 	Yes, No 	Determines if a player score event is displayed on the HUD when the timer score.
Reset HUD Message Score 	Yes, No 	When this device displays a score message on HUD, should it start from 0?
HUD Score Update Message 	"Score!", { Custom Text } 	Message to display on the HUD with the score.
HUD Score Update Message Score Color 	#85d4ff, Select a Color 	Set the color of the text on the score displayed on the HUD.
HUD Score Update Message Color 	#007dff, Select a Color 	Set the color of the text on the message displayed on the HUD.
Display Score Update if Score Is 0 	Yes, No 	Should this still display a score update to the HUD if the broadcasted score is 0?
Activating Class 	Any, No Class, All, Class 1 - Class 256 	Determines what Class the activating player must be when starting a timer for Everyone. For Player timers, the timer is only started for a player if they are of this Class.
Disable Timer if Failing Team or Class Check	Yes, No 	When On and Applies To is set to Everyone, the timer will Disable for everyone if the player who activated the timer changes team or class and no longer meets the requiremts. If Applies
To is set to Player then each player with a running Personal timer will be monitored for team or class changes.
Reset Timer if Failing Team or Class Check 	Yes, No 	When On and Applies To is set to Everyone, the timer will Reset for everyone if the player who activated the timer changes team or class and no longer meets the requiremts. If Applies To
is set to Player then each player with a running Personal timer will be monitored for team or class changes.
|-|Functions and Events=
==Functions and Events==
Option 	Description
Start When Receiving From 	Start the timer.
Complete When Receiving From 	Set the timer to completed and perform the Completed Behavior.
Reset When Receiving From 	Reset the timer back to its initial time and stop it.
Pause When Receiving From 	Pause the timer.
Resume When Receiving From 	Resume the timer.
Enable When Receiving From 	Enables the timer. When it enabled from a disabled state, the timer will resume whatever state it was in at the point it was previously disabled. (i.e. if it was counting down, it will start counting down again.).
Disable When Receiving From 	Disables the timer. A disabled timer will pause while it's disabled.
Start for All When Receiving From 	Starts all personal timers.
Pause for All When Receiving From 	Pause all personal timers.
Resume for All When Receiving From 	Resume all personal timers.
Complete for All When Receiving From 	Set all personal timers to completed and perform the Completed Behavior.
Reset for All When Receiving From 	Reset all personal timers back to their initial time and stop them.
Save When Receiving From 	Save the time on the personal timer for the instigating player.
Load When Receiving From 	Load the previously saved time on the personal timer for the instigating player.
Clear Persistence Data When Receiving From 	Clear saved data.
Clear Persistence Data for All When Receiving From	Clear saved data on all personal timers.
Set Lap Time for Player When Receiving From 	Sets the Lap Time for the player that instigated the event.
Set Lap Time for All When Receiving From 	Sets the Lap Time for all players that are eligible for the timer.
Save for All When Receiving From 	Save the time on the personal timer for all players.
Load for All When Receiving From 	Load the previously saved time on the personal timers for all the players.
Option 	Description
On Success Send Event To 	When the device succeeds (either completes or ends with a success).
On Failure Send Event To 	When the device fails (ends with a failure).
On Start Urgency Mode Send Event To	When a timer enters urgency mode.
On Saved Send Event To 	When the timer is saved.
On Loaded Send Event To 	When the timer is loaded.
On Cleared Send Event To 	When the timer data is cleared.
|-|Verse API=
This device can be found in Content Browser in the following path: /All/Fortnite/Devices/Logic
==timer_device class==
using { /Fortnite.com/Devices }
Option 	Description
creative_object 	Base class for creative devices and props.
creative_device_base	Base class for creative_device.
Option 	Type
SuccessEvent 	listenable(?agent)
FailureEvent 	listenable(?agent)
StartUrgencyModeEvent	listenable(?agent)
Option 	Parameters 	Description
Enable 	Agent:agent 	Enables this device for agent.
Enable 	 	Enables this device.
Disable 	Agent:agent 	Disables this device for agent. While disabled this device will not receive signals.
Disable 	 	Disables this device. While disabled this device will not receive signals.
Reset 	Agent:agent 	Resets the timer back to its base time and stops it for agent.
Reset 	 	Resets the timer back to its base time and stops it.
ResetForAll 	Agent:agent 	Resets the timer back to its base time and stops it for all agents.
ResetForAll 	 	Resets the timer back to its base time and stops it for all agents.
Start 	Agent:agent 	Starts the timer for agent.
Start 	 	Starts the timer.
Pause 	Agent:agent 	Pauses the timer for agent.
Pause 	 	Pauses the timer.
Resume 	Agent:agent 	Resumes the timer for agent.
Resume 	 	Resumes the timer.
Complete 	Agent:agent 	Completes the timer for agent.
Complete 	 	Completes the timer.
StartForAll 	Agent:agent 	Starts the timer for all agents.
StartForAll 	 	Starts the timer for all agents.
PauseForAll 	Agent:agent 	Pauses the timer for all agents.
PauseForAll 	 	Pauses the timer for all agents.
ResumeForAll 	Agent:agent 	Resumes the timer for all agents.
ResumeForAll 	 	Resumes the timer for all agents.
CompleteForAll 	Agent:agent 	Completes the timer for all agents.
CompleteForAll 	 	Completes the timer for all agents.
Save 	Agent:agent 	Saves this device's data for agent.
Load 	Agent:agent 	Loads this device's data for agent.
ClearPersistenceData 	Agent:agent 	Clears this device's saved data for agent.
ClearPersistenceDataForAll	Agent:agent 	Clears this device's saved data for all agents.
ClearPersistenceDataForAll	 	Clears this device's saved data for all agents.
SetActiveDuration 	Time:float,Agent:agent	Sets the remaining time (in seconds) on the timer, if active, on agent.
SetActiveDuration 	Time:float,Agent:agent	Sets the remaining time (in seconds) on the timer, if active. Use this function if the timer is set to use the same time for all agent's.
GetActiveDuration 	Agent:agent 	Returns the remaining time (in seconds) on the timer for agent.
SetLapTime 	Agent:agent 	Sets the lap time indicator for agent.
SetLapTimeForAll 	Agent:agent 	Sets the lap time indicator for all agents.
SetLapTimeForAll 	 	Sets the lap time indicator for all agents.
SetMaxDuration 	Time:float 	Sets the maximum duration of the timer (in seconds).
GetMaxDuration 	 	Returns the maximum duration of the timer (in seconds).
IsStatePerAgent 	 	Succeeds if this device is tracking timer state for each individual agent independently. Fails if state is being tracked globally for all agent's.
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Category:Devices
Category:UEFN
Category:Creative
Category:Verse API