AActor::GetActorTimeDilation
#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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