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UGameplayStatics::GetUnpausedTimeSeconds

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

Description

Returns elapsed time in seconds since the world started, adjusted by time dilation but continuing to advance while the game is paused. Use this for UI timers, replays, or anything that should keep ticking during a pause menu.

Caveats & Gotchas

  • Still subject to time dilation — slow-motion will slow this clock. Use GetRealTimeSeconds if you need a clock unaffected by both pause and dilation.
  • The distinction from GetTimeSeconds is only relevant when the game is actively paused; during normal gameplay both return identical values.

Signature

static ENGINE_API double GetUnpausedTimeSeconds(const UObject* WorldContextObject);

Parameters

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

Return Type

double

Example

Animate a pause menu timer C++
// Animate a spinning icon in the pause menu using unpaused time.
void UMyPauseWidget::NativeTick(const FGeometry& Geometry, float InDeltaTime)
{
    Super::NativeTick(Geometry, InDeltaTime);
    double T = UGameplayStatics::GetUnpausedTimeSeconds(GetWorld());
    SpinnerImage->SetRenderTransformAngle(FMath::Fmod(T * 180.0, 360.0));
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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