基于UGameplayStatics
/** Returns the frame delta time in seconds, adjusted by time dilation. */ UFUNCTION(BlueprintPure, Category = "Utilities|Time", meta = (WorldContext="WorldContextObject")) static float GetWorldDeltaSeconds(const UObject* WorldContextObject); /** Returns time in seconds since world was brought up for play, adjusted by time dilation and IS stopped when game pauses */ UFUNCTION(BlueprintPure, Category="Utilities|Time", meta=(WorldContext="WorldContextObject")) static float GetTimeSeconds(const UObject* WorldContextObject); /** Returns time in seconds since world was brought up for play, adjusted by time dilation and IS NOT stopped when game pauses */ UFUNCTION(BlueprintPure, Category="Utilities|Time", meta=(WorldContext="WorldContextObject")) static float GetUnpausedTimeSeconds(const UObject* WorldContextObject); /** Returns time in seconds since world was brought up for play, does NOT stop when game pauses, NOT dilated/clamped */ UFUNCTION(BlueprintPure, Category="Utilities|Time", meta=(WorldContext="WorldContextObject")) static float GetRealTimeSeconds(const UObject* WorldContextObject); /** Returns time in seconds since world was brought up for play, IS stopped when game pauses, NOT dilated/clamped. */ UFUNCTION(BlueprintPure, Category="Utilities|Time", meta=(WorldContext="WorldContextObject")) static float GetAudioTimeSeconds(const UObject* WorldContextObject); /** Returns time in seconds since the application was started. Unlike the other time functions this is accurate to the exact time this function is called instead of set once per frame. */ UFUNCTION(BlueprintPure, Category="Utilities|Time", meta=(WorldContext="WorldContextObject")) static void GetAccurateRealTime(const UObject* WorldContextObject, int32& Seconds, float& PartialSeconds);
设置全局时间流速
static float GetGlobalTimeDilation(const UObject* WorldContextObject); static void SetGlobalTimeDilation(const UObject* WorldContextObject, float TimeDilation);
设置指定Actor时间流速
AActor* MyActor; MyActor->CustomTimeDilation = 0.5f;
static bool SetGamePaused(const UObject* WorldContextObject, bool bPaused); static bool IsGamePaused(const UObject* WorldContextObject);