Documentation for the World Time Engine Unreal Plugin
A pre-built example level is included with the plugin, that lets you explore and test the time system in action before integrating it into your own project.
The core of the plugin — a Unreal World Subsystem accessible from Blueprints that manages the global in-game time. It serves as the central hub all other time-related nodes connect to.
A collection of read-only Blueprint nodes for querying the current state of time — including the time of day, time expressed in total seconds, whether time is paused, and the current flow speed.
Nodes for configuring how time behaves in your world, such as setting the ammount of seconds/minutes/hours your world has and adjusting how fast time flows relative to real time.
These nodes let you actively change time at runtime — pause it, jump to a specific moment, add or subtract time, or alter how fast it passes.
Blueprint events that fire automatically when time changes — either when the time value is modified (set/add/subtract) or when the flow speed is altered.
A component that fires an event after a specified in-game duration has elapsed, using the plugin’s time system rather than real-world time — so it respects pausing and speed changes.
A component that fires an event when the in-game clock reaches a specific moment in time, allowing you to schedule world events with precision.