RealDocs

AActor::GetActorTimeDilation

function Engine Blueprint Since 4.0
#include "GameFramework/Actor.h"
Access: public Specifiers: UFUNCTIONBlueprintCallableENGINE_API

Description

Returns the current time dilation factor applied to this actor, combining world and actor-level dilation. A value of 1.0 means real-time; 0.5 means the actor runs at half speed.

Caveats & Gotchas

  • Time dilation is intentionally excluded from UI and input scaling. Do not use this to scale UI animations — they should read global time separately.
  • There is an overload `GetActorTimeDilation(const UWorld& ActorWorld)` that avoids a world-pointer lookup. Prefer it in hot paths where you already have a world reference.
  • Actor-level dilation (set via `CustomTimeDilation`) multiplies on top of world dilation. The returned value is the product of both — check `CustomTimeDilation` directly if you need only the actor-specific component.

Signature

ENGINE_API float GetActorTimeDilation() const;

Return Type

float

Example

Scale cooldown timer by actor time dilation C++
void AMyAbilityActor::Tick(float DeltaTime)
{
	Super::Tick(DeltaTime);
	// DeltaTime already accounts for dilation, but if computing a wall-clock duration:
	const float RealDelta = DeltaTime / GetActorTimeDilation();
	(void)RealDelta; // use for UI display only
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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