# Execute Timer Events of another Blueprint from the C++ UE4

I am having problem and it's about a week now that I still can't figure out how to get it right.

It seems that I can't run any functions from the blueprints that contain timers at all.

I have a Datatable full of details of each functions that will executed according to its key input and the owner of the functions.

The ordinary functions and custom events executed well but will stopped at a timer.

This is the code that I have made so far. I added the matching functions string into the delegate with its Owner which is the obj, and it will executed on key input.

p.s: Ignore the error, Intellisense was messing me up

but I'm not sure if that is the case since other functions without any timer inside can execute well. Any ideas? Thanks.

• The function that you want to call is in BP or in C++ ? – ColdSteel Jan 14 '20 at 9:44
• It's in BP, the Tooled custom event, it will printed 'Hello' but it will skip the Set Timer function. I dont know why – Mira Jan 14 '20 at 10:30
• I see nothing plugged in to Object Pin there in set timer func - maybe you should put a self reference there ? – ColdSteel Jan 14 '20 at 10:35
• I did it just now but still no changes (( – Mira Jan 14 '20 at 10:38
• You can also call a BP function from the C++ timer if you need so. – ColdSteel Jan 14 '20 at 11:03

UGameplayStatics GetActorOfClass(this, ActorClass) and apparently the obj was pointed to the wrong blueprint object in the game, but I read somewhere that it is not good to use GetActorOfClass too many times, but for now I'll just use this before I find another better solutions.