UKismetSystemLibrary::GetGameTimeInSeconds
#include "Kismet/KismetSystemLibrary.h"
Access: public
Specifiers: staticUFUNCTIONBlueprintPure
Description
Returns the current game time in seconds. This pauses when the game is paused and is scaled by slomo, unlike real time.
Caveats & Gotchas
- • Because it's affected by dilation/slomo and pausing, it's not suitable for measuring real wall-clock elapsed time — use UGameplayStatics::GetRealTimeSeconds for that.
- • Requires a valid WorldContextObject; passing an object with no world (e.g. a CDO) will fail to resolve and can return 0.
Signature
static double GetGameTimeInSeconds(const UObject* WorldContextObject) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| WorldContextObject | const UObject* | Object used to resolve the current world. | — |
Return Type
double Example
Time a gameplay cooldown C++
double Now = UKismetSystemLibrary::GetGameTimeInSeconds(this);
if (Now - LastFireTime > FireCooldown)
{
Fire();
LastFireTime = Now;
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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