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How to use Set Global Time Dialation properly?

When I set the Set Global Time Dilation to 0 everything still moves...just really slow....s there a way to use this node to completely freeze the game?? If not, how would I go about that?

thank you!!

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asked Jun 27 '14 at 01:07 AM in Blueprint Scripting

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AttemptD
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It scales time regulated operations, by scaling delta time used in ticks (real time between frames, so you control value changes based on time not frames which there no guaranty they will be rendered in consistent time), to setting it to zero will only freeze operation in which delta time is used or result in 0 by applying delta time. Best way to freeze by simply pausing the game :) Or else you want to do something more selective

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answered Jun 27 '14 at 01:32 AM

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Shadowriver
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avatar image AttemptD Jun 27 '14 at 03:18 AM

I thought pause would be good but how do I get the word "pause" off the screen?

avatar image ScottSpadea Jun 27 '14 at 05:13 PM

you could make a subclass of GameViewportClient that has SuppressTransitionMessage set to true, or you can use the regular GameViewportClient and call the function: UGameViewportClient::SetSuppressTransitionMessage(true);

or you can go into GameViewportClient.h and add a line above the SetSuppressTransitionMessage() function that exposes it to blueprint. then in blueprint you can set it to true.

or if you look inside GameViewportClient.cpp, you can find the function: UGameViewportClient::DrawTransition() which contains a switch case that decides which transition message to draw. if you search for the word "pause" inside this class, you can comment out line 1725:

DrawTransitionMessage(Canvas, NSLOCTEXT("GameViewportClient", "PausedMessage", "PAUSED").ToString());

but really, the pause node should have a debug text property built in that handles the pause message, but i guess that would be too easy. i don't believe viewport clients should be drawing text to the screen at all, and this is functionality they should have put inside the Hud.

avatar image AttemptD Jun 27 '14 at 05:36 PM

Yes I have to say I agree with that last paragraph it would makes things a lot simpler. But if you could could you possibly run me through that one more time a little easier? I'm sure what you're saying would work but I honestly didn't understand half of it,..,..i'v only toyed with Unreal for about 3 months....

thanks again.

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