Hmm okay, does this look right to you? It compiles cleanly, but everything starts at 0 and never advances:
void UCalendar::AdvanceClock(float DeltaTime){
int tempSecond = clockSecond;
int tempMinute = clockMinute;
int tempHour = clockHour;
int tempTime = totalTime;
inGameTime += gameSecondsPerWorldSecond * DeltaTime;
clockSecond = tempTime % 60;
clockMinute = (tempTime - tempSecond) % 60;
clockHour = (tempTime - tempSecond - tempMinute * 60) % 24;
}
I tried it with casting instead of using temporary variables, but for some reason it doesn’t like it when I do something like:
Cast<int32>(totalTime)