Knowledge base
Knowledge base
Knowledge base
Free, anonymous browsing of Unreal Engine Blueprint examples, node references, and best practices. The same content the WoalzCraft plugin uses to generate Blueprints.
34 results for time
Pure node. Useful for time-based calculations. Resets when level loads.
GetTimeSecondsUE 5.3, 5.4, 5.5, 5.6, 5.7updated 3mo agoActivate: SetGlobalTimeDilation(0.2) → SetTimerByFunctionName(FunctionName='EndSlowMo', Time=2.0 (real time), bLooping=false). IMPORTANT: Timer Duration uses GAME time, so compensate: actual timer Time = desired_real_seconds * TimeDilation (e.g. 2.0 real sec at 0.2 dilation = 0.4 game sec). End: SetGlobalTimeDilation(1.0). For player-only slow motion: use CustomTimeDilation on the pawn (set to 5.0 when world is 0.2).
Not affected by time dilation or pause.
Get Real Time SecondsUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 3mo agoGet Time SecondsUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 3mo agoTimeline is a special node — NOT a function call. Create by right-click → Add Timeline. Add float/vector/color tracks in the editor. Exec inputs: 'Play', 'PlayFromStart', 'Stop', 'Reverse', 'ReverseFromEnd', 'Set New Time'. Exec outputs: 'Update' (fires every frame while playing) and 'Finished'. Data output per track is named after the track. 'Direction' is ETimelineDirection enum.
TimelineUE 5.3, 5.4, 5.5, 5.6, 5.7updated 3mo agoPattern: Variables TimeOfDay(float)=12.0, DayLengthMinutes(float)=10. Tick: TimeOfDay += (DeltaSeconds/DayLengthMinutes/60)*24 → FMod(TimeOfDay, 24) → MapRangeClamped(TimeOfDay, 0, 24, 0, 360) → MakeRotator(SunPitch, 0, 0) → SetActorRotation(SunLight). Update sky SunDirection and light color/intensity based on time.
UGameplayStatics::GetWorldDeltaSeconds. Same as EventTick DeltaSeconds.
Get World Delta SecondsUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 3mo agoUGameplayStatics. 1.0=normal, 0.5=half speed, 2.0=double speed. Minimum 0.0001.
Set Global Time DilationUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 3mo agoPattern: Variables RegenRate(float)=5.0, RegenDelay(float)=3.0, RegenTimerHandle. On damage received: ClearTimer(RegenTimerHandle) → SET timer(RegenDelay, RegenTick, looping=true). RegenTick function: Branch(Health < MaxHealth) → True: SET Health = FClamp(Health + RegenRate*DeltaSeconds, 0, MaxHealth). False: ClearTimer.
DoNUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 3mo ago