Custom Time Dilation isn't working

In my project, I have a soccer ball that is currently set to use UE4’s default physics. When I pause the game, I want the soccer ball to freeze, but keep its momentum/speed for when the player resumes playing. I don’t want to set game paused because that will pause the background-which looks bad in my game. It is my understanding that a Custom Time Dilation of zero should slow just the soccer ball to a complete stop, so I tried this, and it didn’t. In fact, the ball didn’t even slow down at all! Why is this? I’ve checked, and the event is firing properly, the Dilation just isn’t working!

I am using UE4.7.6 by the way.

A work-around without using time-dilation would be to save the velocity as a variable when you pause the game, and then set velocity and gravity to 0. Have the velocity be replaced when you unpause the game, and likewise reapply gravity.

Time dilation sounds like a cool idea, unfortunately I know nothing about it!

edit: It looks like there are two time dilation nodes you can use; one has an input–you might want to try that! If it doesn’t show up, you probably have to disable context sensitive.

Thank you! This solved my problem perfectly! Here’s my new setup if you’re curious:

Awesome, glad I could help! Okay, looks like you needed to set both angular and linear velocity–thats good to know for future reference.
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