Time Dilation And Moving Platform

Could you possibly upload a quick video showing the issue?

I have a Slow Motion ability which is basically setting the Global Time Dilation to 0.1 and the character Custom Time Dilation to 10 so only the environment is affected by the ability. I also have a moving platform that is using a simple bp setup ( start and end point + a 10 second timeline to loop between these points ). When I’m using the ability, the character’s movement is highly affected by the moving platform, a simple jump launches my character to the end point of the moving platform. It feels like the inertia doesn’t work. Can I solve this ?

258455-screenshot-5.png

Short Gif : https://giphy.com/gifs/4Zo1KonxxkgksGycP7/fullscreen Note: I only pressed the space key without the w,a,s,d inputs key. When the UI is blue I’m using the ability and I’m getting launched.

I’ve uploaded a short GIF as this is the fastest tool I have in hands atm.
https://giphy.com/gifs/4Zo1KonxxkgksGycP7/fullscreen

Okay, I understand what is happening now. The normal speed of the platform is still being considered when you jump.

Unfortunately I do not actually know an exact solution. I do know there is a lot of settings in the character movement component that may help with this, as well as in the collision settings of the character and platform.

I apologize I wish I had an exact answer but maybe someone else will step in and help. In the mean time I would mess around and experiment with the settings I mentioned.

Someone told me about damping but I have no idea

Yes, there are angular and linear damping settings in the physics sections of the details panel of some components that you can play with. Exact numbers would be hard to give, you would just have to mess with them and test the results.

So, you have a Timeline that Ignores Time Dilation (checkbox is ticked), but a Character that does not ignore time dilation. I can see the math maybe getting thrown off by that, possibly. I think there is an Event for Characters that fires when the character leaves the platform they’re standing on, or jumps off of it. There is also an event when they land/rebase on a platform. Perhaps there is a way you could use these events and their pins to decide whether to adjust the character’s initial velocity after being thrown off the platform, by multiplying it by the time dilation amount or something similar.

The timeline doesn’t have the “ignore time dilation” box checked

Oh. That clarifies things a bit, I must have made an assumption. In that case I wonder if the physics that are deciding to transfer the momentum are ignoring the time dilation then, and as a result are piling up many more ticks’ worth of movement at the reported velocity and throwing the character that much farther and faster. Would it still be helpful to try looking into those Jumped(?) and Landed events to see if it can be fixed that way? I don’t know if it will fix it - it is an idea to try.

Though I think it may be even easier to use the linear damping changing when those events fire, as was suggested by @Steve SybrSyn

Should I change the linear damping of the Capsule Component, Mesh or Moving Platform ? And what value should I use? I’ve tried a few times and it doesn’t help

The Character pawn might be overriding some of the regular Actor movement stuff. I would set the damping on the Character pawn actor if possible. I don’t know what controls the movement more, but if that doesn’t work or the damping doesn’t live there then look into the CharacterMovement component on it and see if you can find something like Air Friction or Air Control or Braking or Deceleration in there and if that doesn’t work out then see if you can apply the damping to the Capsule component. Sorry I don’t know the answer and all I can give are slightly educated guesses.

I’ve played a little with the numbers and managed to fix it by changing the “Falling Lateral Friction” to 10.

In The charactermovement component? Cool!