Not yet implemented.
This is a built-in Unreal class and it shouldn't be modified.
Coordinated Universal Time or UCT is the world standard time
representation which is independent of time zone and daylight
savings time. The UCT standard supercedes the obsolete Grenwich
Mean Time (GMT).
UCT is technically the time on the zeroth meridian plus 12 hours.
For example, to convert UCT to EST (Eastern Standard Time), subtract
5 hours from UCT and then (??if dst).
By definition, UCT experiences a discontinuity when a leap second
is reached. However, this discontinuity is never exposed while Unreal is
running, as UCT is determined at startup time, and UCT is updated
continuously during gameplay according to the CPU clock.
Unreal time is exposed as a long (a 64-bit signed quantity) and
is defined as nanoseconds elapsed since
midnight (00:00:00), January 1, 1970.
For more information about UCT and time, see
|Inherited Functions from Core.Object
|!, !=, $, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, Abs, Asc, Atan, BeginState, Caps, Chr, Clamp, ClassIsChildOf, Cos, Cross, Disable, Dot, DynamicLoadObject, Enable, EndState, Exp, FClamp, FMax, FMin, FRand, GetAxes, GetEnum, GetPropertyText, GetStateName, GetUnAxes, GotoState, InStr, Invert, IsA, IsInState, Left, Len, Lerp, Localize, Log, Loge, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, OrthoRotation, Rand, RandRange, ResetConfig, Right, RotRand, SaveConfig, SetPropertyText, Sin, Smerp, Sqrt, Square, StaticSaveConfig, Tan, VRand, VSize, Warn, ^, ^^, |, ||, ~, ~=
Creation time: Fr 7.6.2013 13:15:05.739 - Created with UnCodeX