I need to get the time in milliseconds elapsed since the start of the level. AGameState::ElapsedTime seems to be what I’m looking for, except it delivers a time in seconds.
Is there a way to access to this in a more simple way than managing a global-ish timer as a chronometer?
Also there is another way to do the same ()->GetRealTimeSeconds();. Note, that returning value is equal to such of Time node in Materials! (but check Ignore Pause in Time node!) Can be used to control animations without triggering parameters every single tick.
Just leaving it here as an additional note because it took me a while to figure out how to use the formatting options. Basically what I was missing is that the expected TCHAR* is generated by the TEXT macro.