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Global time dilation effects root motion distance

I'm creating a slow motion effect for my project and that works fine, i set the global time dilation to 0.2 and that slows down the world , and set the custom time dilation for my character to 5 so he moves at normal speed, but what happens is when i enable the slow motion and attack (it's a melee game) the distance the character moves from the root motion is much much further making it hard to attack enemies.

Does anyone have any ideas how i would make the root motion distance of the animations stay constant regardless of global time dilation?

Product Version: UE 4.18
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asked Aug 05 '18 at 08:17 AM in Blueprint Scripting

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