Global Time Dilation affects replication

I’ve been using global time dilations for some gameplay related things. One of the things I noticed is that replication seemed to go out of “sync” whenever it was altered. That prompted me to study it further, and apparently global time dilation does affect replication, which hinders our work quite a bit. Now, I’m not entirely sure if this is intended behavior or if it’s a real bug (which is also something I’d like to know), but I have set up a project ([GitHub][4]) that shows this. The replicated actor in it has both a minimum replication and normal replication frequency of 5 Hz. The following images were produced by having 2 players (listen server and client) in the level.

As it can be seen from the following gif, a global time dilation of 1.0 results in the expected (real) time difference between notifies, which averages to around 0.2 seconds (or 5 Hz):

203556-normal.gif

The following gif shows the time differences when global time dilation is 0.1, which now shows a time difference of about 2 seconds:

203557-slow.gif

Just for completion, here’s a gif of the time differences with a global time dilation of 2.0:

203561-fast.gif

Thanks in advance.

Replying to this as it’s a major pain in my game also. I’m using time dilation in gameplay and when setting global dilation from 1.0 to 0.1 it causes i.e. character rotation to be synced with clients every 2 seconds which is unacceptable. Is there any way to change network replication to take global time dilation into account?

Character movement controller itself seems to help / handle this a bit better. When there are movement input from the controller, the character is being updated to remote players about 5 times per second regardless of the global time dilation setting. However while the animations play correctly and smoothly, the movement of skeletal mesh is handled poorly. When not using network movement smoothing the animation and positioning stays correct (but its still laggy). When using network movement smoothing (exponential or linear) the animation blends poorly to movement and causes jittery.

Any solution for that? Any plans for repairing it? It makes also problematic to record demo/replay where player can use slow motion and observe an action in natural speed on replay. Parts with decreased global time dilation can be seen as pretty unstable/jittery (even if I speed up playback to compensate slowed down time).