RealDocs

UWorld::GetTimeSeconds

function Engine Blueprint Since 1.0
#include "Engine/World.h"
Access: public Specifiers: const

Description

Returns the elapsed game time in seconds since the world began play. This value advances with DeltaTime each frame and respects time dilation. Use this for time-based gameplay logic.

Signature

double GetTimeSeconds() const

Return Type

double

Caveats & Gotchas

  • GetTimeSeconds() is affected by time dilation (slow-motion effects). For real-world elapsed time, use `GetRealTimeSeconds()` instead.
  • Returns 0 before BeginPlay is called.

Example

Timestamping an event C++
double EventTime = GetWorld()->GetTimeSeconds();
UE_LOG(LogTemp, Log, TEXT("Event occurred at game time: %.2f"), EventTime);

// Later, compute elapsed:
double Elapsed = GetWorld()->GetTimeSeconds() - EventTime;

Version History

Introduced in: 1.0

Version Status Notes
5.6 stable

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