RealDocs

UGameplayStatics::GetGlobalTimeDilation

function Engine Blueprint Since 4.0
#include "Kismet/GameplayStatics.h"
Access: public Specifiers: staticUFUNCTIONBlueprintPure

Description

Returns the current global time dilation factor for the world. A value of 1.0 is normal speed; values below 1.0 slow down all gameplay, and values above 1.0 speed it up.

Caveats & Gotchas

  • Global time dilation affects physics, animations, particle systems, and timer callbacks, but does not affect real-world wall-clock time or UI animations driven by platform ticks.
  • The effective dilation applied to any individual actor is the product of the global dilation and the actor's own CustomTimeDilation. GetGlobalTimeDilation only returns the world-level factor.
  • In networked games, time dilation is server-authoritative. Clients may observe interpolated values that lag slightly behind the server's current setting.

Signature

static ENGINE_API float GetGlobalTimeDilation(const UObject* WorldContextObject);

Parameters

Name Type Description Default
WorldContextObject const UObject* Any object in the world to use as context.

Return Type

float

Example

Log the current time dilation before applying a bullet-time effect C++
float CurrentDilation = UGameplayStatics::GetGlobalTimeDilation(this);
UE_LOG(LogGame, Log, TEXT("Current time dilation: %.3f"), CurrentDilation);
// Apply slow motion
UGameplayStatics::SetGlobalTimeDilation(this, 0.2f);

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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