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UGameplayStatics::GetRealTimeSeconds

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

Description

Returns elapsed time in seconds since the world started, unaffected by time dilation and not stopped when the game is paused. This is the closest equivalent to a wall-clock timer within a world context.

Caveats & Gotchas

  • Although not affected by time dilation, this clock still resets when a new world/level is loaded — it is not an absolute process uptime. Use FPlatformTime::Seconds() for absolute process time.
  • Values from this function are unsuitable for gameplay simulation that should respect slow-motion or pause — use GetTimeSeconds for that.

Signature

static ENGINE_API double GetRealTimeSeconds(const UObject* WorldContextObject);

Parameters

Name Type Description Default
WorldContextObject const UObject* Object used to resolve the current world.

Return Type

double

Example

Profile how long a loading operation takes C++
double StartTime = UGameplayStatics::GetRealTimeSeconds(this);
PerformExpensiveOperation();
double Duration = UGameplayStatics::GetRealTimeSeconds(this) - StartTime;
UE_LOG(LogTemp, Log, TEXT("Operation took %.4f real seconds"), Duration);

Tags

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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