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Description

A precision timing toolkit including: countdowns, cooldowns, stopwatches, thresholds, laps, formatting, widget helpers, and sync groundwork.

Designed for gameplay systems that require clear time control, readable display output, lap and split style logic, cooldown flow, and reusable Blueprint timing tools.

Full explanation in documentation PDF.

Add ICK nodes → Start Countdown / Stopwatch / Cooldown → Read / Format / React

Instant Chrono Kit is a Blueprint-focused timing toolkit for Unreal Engine that gives users countdowns, stopwatches, cooldowns, laps, threshold events, cascade countdowns, formatting helpers, widget display helpers, and sync groundwork. Use it to build mission timers, race timing, cooldown systems, multi-phase gameplay sequences, and clean timer-driven UI without rebuilding the same timing logic over and over.

100% FREE FOR THE UNREAL ENGINE DEVELOPER COMMUNITY!!

PLEASE PURCHASE THE PROFESSIONAL VERSION OF THE PLUGIN AS THE PRICE IS THE SAME AS THE PERSONAL VERSION

Timing Features

Use one timing handle for a simple system, or combine multiple timing methods together for more advanced gameplay flow.

  • Countdown

  • Stopwatch

  • Cooldown

  • Threshold Events

  • Cascade Countdown

  • Lap Timing

  • Repeater / Pulse Timer

  • Phase / Round Timing using Cascade Countdowns

  • Delayed Start / Scheduled Start

  • Condition Delay / Timeout Delay when a Condition Is Signaled or a Timeout Expires

Usage

Use a single timing system, or combine multiple active timing systems together.

(1) Handle Reference [Needed for direct timer control; store it in a variable or retrieve it by name]

(2) Threshold Array [Optional / used for threshold events]

(3) Cascade Segment Array [Required for cascade countdowns; unused by other timer types]

(4) Update Interval [Optional / controls update frequency]

(5) Display Style [Optional / used for text formatting and widget output]

(6) Timer Name [Optional / used for named timer lookup]

(7) Timer Tags [Optional / used for grouped pause, resume, and queries]

(8) Ignore Time Dilation [Optional / controls whether game-time timers follow time dilation]

(9) Start Policy [Optional / restart, ignore, or stack if already running]

(10) Cleanup Rules [Optional / automatically unregisters timers after stopping or finishing, with an optional delay]

Features

  • Includes 7 example Blueprints and 7 example levels

  • Blueprint-focused timing toolkit for gameplay and utility workflows

  • Countdowns with pause, resume, stop, reset, add time, and subtract time

  • Stopwatches with elapsed time tracking and lap recording

  • Cooldown timers for ability, item, and gameplay lockout systems

  • Cascade countdowns for multi-phase gameplay flow

  • Cascade loop modes including no loop, whole cascade loop, and final segment loop

  • Repeater / pulse timers for recurring gameplay events

  • Phase name and round number helpers for gameplay tracking and UI

  • Named timers for direct lookup and control

  • Timer tags and groups for batch pause, resume, stop, and query workflows

  • Scheduled start and delayed start support

  • Delay until condition or timeout helpers

  • Named timer conflict policies: Restart, Ignore, and Stack If Running

  • Time dilation-aware and ignore-time-dilation modes

  • Tick, Timer, and Auto execution modes

  • Manual timer advance using a supplied time step

  • Automatic cleanup after timers stop or finish, with an optional delay

  • Threshold events for warning points, phase changes, and timed triggers

  • Threshold range enter / exit events

  • Threshold Crossed Up / Crossed Down helpers

  • Next / Previous Threshold query helpers

  • On Second Changed and On Whole Number Changed events

  • Stopwatches with best lap, last lap, lap count, lap delta, and session total helpers

  • Named lap recording

  • Best session time helpers

  • Reset best lap helper

  • Export laps to struct array

  • Multiple display styles for readable timer output

  • Widget helper nodes for display text, progress percent, timer state text, and status visuals

  • Timer state and type enums, plus UI brush name and color helpers

  • Extensive bindable and query helpers such as Is Timer Running, Is Timer Paused, Is Countdown, Is Cooldown, and Is Stopwatch

  • Save / load timer state support

  • Serializable snapshot struct for custom save or sync workflows

  • Sync groundwork helpers for custom advanced timing workflows

  • Runtime functionality implemented entirely in C++, with Blueprint examples included

Video Example: COMING SOON

Checkpoint System: We have an "Elite Checkpoint System" plugin that is built on top of ICK that you can find here.


Note: When troubleshooting errors or unexpected results, check for invalid handle references, getters called before timer creation or configuration, missing cascade segments, missing thresholds when threshold events are expected, incorrect event wiring, or helper nodes called at the wrong point in your Blueprint logic. Verify handle access, event order, and the configuration required by the timer type.

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