Any reason to prefer UGameplayStatics::GetWorldDeltaSeconds()
over GetWorld()->DeltaTimeSeconds
?
The latter doesn’t require to include yet-another-header, so it seems simpler.
Any reason to prefer UGameplayStatics::GetWorldDeltaSeconds()
over GetWorld()->DeltaTimeSeconds
?
The latter doesn’t require to include yet-another-header, so it seems simpler.
Only real reason to use the static function over the other is if you don’t have access to the world. You would take a UObject*
parameter so the caller can pass in a world context object.
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