Unreal Engine 5 · Blueprint → C++
Get Game Time In Seconds in Unreal Engine 5 C++UE Docs
Get Game Time In Seconds maps to GetWorld()->GetTimeSeconds() in C++, returning the number of seconds the world has been running. UGameplayStatics::GetTimeSeconds(this) is the equivalent static helper.
Blueprint node & C++ equivalent
float Time = GetWorld()->GetTimeSeconds();
// or: UGameplayStatics::GetTimeSeconds(this)What does Get Game Time In Seconds return?
It returns the elapsed game time in seconds since the world began, as a float. The value is affected by pausing and time dilation, so it tracks in-game time rather than real wall-clock time. It is commonly used for cooldown timers, timestamps, and time-based interpolation.
The C++ equivalent
From any actor or component with a valid world, call GetWorld()->GetTimeSeconds(). If you only have a generic world context object, UGameplayStatics::GetTimeSeconds(this) does the same lookup internally and avoids a null GetWorld() in some contexts.
Both return a float you can store and compare. To measure a duration, capture the time at the start of an event and subtract it from a later GetTimeSeconds() call.
Frequently asked questions
How do I get the game time in seconds in UE5 C++?+
Call GetWorld()->GetTimeSeconds() or UGameplayStatics::GetTimeSeconds(this); both return the elapsed world time as a float.
Does GetTimeSeconds count paused time?+
No. GetTimeSeconds() reflects in-game time, so it stops advancing while the game is paused and is affected by time dilation.