Different behaviour of time dilation in 4.14
First of all there already is a report about this issue. However it has been closed and the problem was not really addressed so here is another try.
It seems time dilation behaviour has changed with 4.14 in several regards.
The following example shows a simple SlowMo function inside a Pawn Blueprint. GlobalTimeDilation is set to 0.3f. CustomTimeDilation is set to the invert value so that SlowMo affects everything but the Pawn. After a Delay the effect is reverted.
In 4.13 the Delay would complete after 10sec as expected. Conveniently we could simply hard code the value. Since GlobalTimeDilation was canceled out so we could just use a realtime value. In 4.14 now the delay takes 33.3sec to complete and we have to multiply CustomTimeDilation before each and every Delay to achieve the expected behaviour.
Both of these points might be by design but a search for "Dilation" and "Delay" did not yield any results in 4.14 changelog nor in the 4.9 changelog mentioned by TJ Ballard in the other report. Either way I would expect a Delay to correspond to the context it is implemented in.
It would be nice if anyone could take a look at this issue again and confirm whether this is by design and if we have to expect another change to this.
I'm sorry if my answer in the other post wasn't clear enough. I pointed the user to the 4.9 Release Notes. I should have quoted specifically this part of them:
The Delay node is considered a Tick function and Custom Time Dilation no long applies to it. You will need to add in the math like you described in order to make this work as before.
Let me know if you have any other questions.
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