APlayerState::SetStartTime
#include "GameFramework/PlayerState.h"
Access: public
Description
Overrides the StartTime property directly. Normally set automatically by the engine when a player joins; call this only when restoring state during seamless travel or custom serialisation.
Caveats & Gotchas
- • Does not trigger any callbacks or replication notifications — the underlying member is written directly. If clients need the updated value, it will propagate on the next replication update.
- • Passing a value that doesn't match world time will cause GetStartTime-based duration calculations to return incorrect results for the entire session.
Signature
ENGINE_API void SetStartTime(const int32 NewStartTime) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| NewStartTime | const int32 | The new start time in integer seconds. | — |
Return Type
void Example
Restore start time after seamless travel C++
// Preserve original join time across level travels
void AMyGameMode::InitSeamlessTravelPlayer(AController* NewController)
{
Super::InitSeamlessTravelPlayer(NewController);
AMyPlayerState* PS = NewController->GetPlayerState<AMyPlayerState>();
if (PS && SavedStartTime > 0)
{
PS->SetStartTime(SavedStartTime);
}
} See Also
Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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