AGameStateBase::GetPlayerStartTime
#include "GameFramework/GameStateBase.h"
Access: public
Specifiers: virtualUFUNCTIONBlueprintCallableconst
Description
Returns the world time at which the given player started (or should be considered to have started). The base implementation returns 0; override to track per-player join or spawn timestamps.
Caveats & Gotchas
- • The default implementation returns `0.0f` — you must store and return the timestamp yourself in a subclass. Calling this on the base class is only useful as a virtual dispatch target.
- • This is called by systems that calculate elapsed play time (e.g. for score weighting). Returning an incorrect value will silently skew those calculations.
Signature
UFUNCTION(BlueprintCallable, Category=GameState)
ENGINE_API virtual float GetPlayerStartTime(AController* Controller) const Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| Controller | AController* | The controller whose start time should be returned. | — |
Return Type
float Example
Track per-player start time in a custom game state C++
float AMyGameState::GetPlayerStartTime(AController* Controller) const
{
if (const float* Time = PlayerStartTimes.Find(Controller))
{
return *Time;
}
return Super::GetPlayerStartTime(Controller);
} See Also
Version History
Introduced in: 4.14
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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