How to create slowmotion, stopping time?

Hi,

i was wondering if there is a way to stop the time or slow it down in-game to create a slowmotion or stopping it completely but not setting the whole game to pause.
Let’s say i have two sections: “A” and “B”. I can switch between them with my character, but while i’m playing in section “A”, everything what’s going on in section “B” has to stop or slowed down and vice versa with section “A”.
But all of it must happen in the same room/level without effecting what’s outside of section “A” and “B”.
Is this possible with blueprints or in the level blueprint?

Greetings

Ace D.

Hey Ace,

Give this a shot:

You can set the global time and then specify a custom time for other actors (in my case I just did it for the player while everything else is slowed down, player runs at normal speed). You should be able to play with this to achieve what you are after.

-W

4 Likes

Hi Wes,

That’s it i was looking for! Thank you!

This is only affecting the player’s camera movement for me. It does nothing to the player movement. I have no idea why either

Also, you can setup this to be dinamically calculated, so you can change in real time the GlobalTimeDilation and keep the player at the correct CustomDilation (because you need to counteract the GlobalTimeDilation).

http://i.imgur.com/ydvLkKr.jpg

Where “TimeDilation” you reference your own variable which contains the TimeDilation value.

Thanx, works like a charm!

This is just a silly thing, but instead of squaring the time dilation and dividing by the original, you can just do 1/(time dilation).

That was just bugging me :slight_smile:

If you’re using UE4.15, It seems to work with a cast to target node, connected via the Exec. But the Camera is then as slow as the rest of the world.

This is not true, however, if you unlink Delta Time from your camera movement set-up. Where the Delta time value would go, I’ve found a value of 0.01 works for me.

Works like a charm Extreme AI Shooter Stress Test [SPACE ALPHA] - YouTube

Exactly what I was gonna say too…
Also, for some reason, the Custom Time dilation only works for the Movement Component, not for all components. The Camera for example is still affected by global time dilation… not sure how to fix this yet.