Time Dilation breaks physics

Every time I have time dilation it seems to mess with all stacked physics and constraints.

Hello Diatomic Muffin,

We appear to already have a bug report in for this issue under the number UE-22382. Unfortunately I can’t make any predictions on when this will be fixed however as the nature of it means that it may be more on the PhysX side of things than on how we’re implementing the system. I’ll be sure to update you here whenever any updates are made.

The bug still persists in 4.11.

im on 4.15, guess what ?..
please fix it…

I’m having the same problem with ragdolls on 4.16.

I made two small gifs about this problem (On UE4.16)

1) GIF LINK - WITHOUT SLOWED TIME

  • just a ragdoll falling down some ramps.

2) GIF LINK - WITH SLOWED TIME

  • the same scene, same ragdoll falling down some ramps,
  • but I changed the global time dilation to 0.01 via button press just after the ragdoll hit one of the ramps. (See Debug Output: “TIME SLOWED”)
  • I reset global time dilation shortly after back to 1.0 (See Debug Output: “TIME RESUMED”)
  • the ragdoll bounces off with way stronger force than expected

Hello,

As mentioned previously, a bug report has been entered for this issue. It is currently backlogged and has not been fixed. You can track its status here: UE-22382. Although it only mentions vehicles, it has been given a comment on the bug report itself to mention that the issue is not isolated to vehicles.

I think if you interpolate the time dilation over a number of frames, rather than change it instantly, the physics will behave better.

PhysX can deal with some time difference between physics updates, but radical changes it has trouble dealing with. For the same reason there is a cap on the physics frame time so that big fps drops don’t mess up the physics, but time dilation bypasses this cap I think.

Thank you! This sounds like a nice workaround. I will have to try this when I have time again.