UGameplayStatics::GetTimeSeconds
#include "Kismet/GameplayStatics.h"
Access: public
Specifiers: staticUFUNCTIONBlueprintPure
Description
Returns elapsed time in seconds since the world started, adjusted by time dilation. This clock stops when the game is paused, making it suitable for gameplay timers that should pause with the game.
Caveats & Gotchas
- • Time dilation (slow-motion, bullet time) affects this value — a 0.5x dilation will cause this to advance at half the wall-clock rate, which is usually what gameplay logic wants.
- • Pausing stops this timer; use GetUnpausedTimeSeconds or GetRealTimeSeconds for UI, cinematics, or anything that must keep running while paused.
Signature
static ENGINE_API double GetTimeSeconds(const UObject* WorldContextObject); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| WorldContextObject | const UObject* | Object used to resolve the current world. | — |
Return Type
double Example
Measure time since an event C++
// Record when the player picks up a power-up.
double PickupTime = UGameplayStatics::GetTimeSeconds(this);
// Later, check how long ago it happened.
double Elapsed = UGameplayStatics::GetTimeSeconds(this) - PickupTime;
if (Elapsed > PowerUpDuration)
{
ExpirePowerUp();
} See Also
Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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