Blueprint MoveTo function appears to ignore time dilation

We’re using the MoveTo BP function to animate several components inside a blueprint actor.

However, we’re seeing that it doesn’t seem to want to obey game speeds. At a certain point, we want to pause it, so we try setting the actor’s CustomTimeDilation to 0 – nothing happens.

We’ve also tried setting PrimaryActorTick.bCanEverTick to false when we want to pause it – here, too, nothing happens.

Hi.

There is bug in 4.8 that causes Actor to move instatntly to desired position when using FloatingPawnMovement component.

Epic staff claims that it is fixed in 4.9.

Link to bug report

Hmmm … I think that’s a different bug. This doesn’t have anything to do with FloatingPawnMovement AFAIK.