Is it possible to set Time Dilation only for one or more actors?

Is it possible to set it only for one or more actors? Not just globally?

It would be useful…

I see there is something like Set Custom Time Dilatation, but it does nothing. At least nothing in point, that if i call something (movement) in tick event of that object, no change is obvious. But setting dilatation globally IS obvious.

Thanks,

L.

Hi Lukas84,

You can setup a Blueprint with that actor as a component and then use a “Set Custom Time Dilation” but you will need to set it to a value between .1 and higher. Having it set to 0 will not affect the objects time dilation. Also, it’s probably best not to use event tick as this will trigger every frame. This is not needed. Using something like Event Begin at Play is a much better use.

If this doesn’t help can you post a screen shot of your BP event graph?

Give this a shot and if you have any questions feel free to ask! :slight_smile:

Tim

Hi Tim, thanks for reply.

Yes i tried to set value higher than 0 but it doesnt work. But generally - i am using tick event for moving (it increases world position of actor). This function takes Get World Delta Seconds in consideration (so it should work with “speeding/slowing” time), however its true, that it doesnt work as expected, because it increases movement steps of objects, and then the steps are not accurate, or may be the steps are good even bigger, but the actors are then more vulnerable to tick inaccurancy. (that means if one object moves, now should move another actor, but the CPU is busy etc)

So basicly for speeding up, i would need rather something like call tick 2x. If u understand me. That means, the movement increment would remain small and accurate, but it would be faster.

But, moving like this in tick function has another disadvantage, that it is bit choppy. (Btw on iPad the movement looks much smoother than on PC which has like 2 GB GPU, which is probably better than iPad’s GPU, so it is bit strange, haha).

I will have to inspect later also another movement techniques again, like velocities, however, with current movement i have 100% control of it, that means, i control every moment of movement, not like in case of velocity, where i apply it, but i dont know how much far it will go, i cant stop it and reverse it on exact place etc…

I am answering bit off the way, but its also to the topic :).

OneMoreQ. Do you think, if i have like 50 actors and every has own tick event function for movement, that it is something another than to have like one object in the scene, which has tick event, which iterates through these 50 actors and move them? I am asking due accurancy, since sometimes it seems to me, that some tick of some actor is leaved, or not exactly in moment it should be, and then group movement of all actors is not exactly same. I know there is something like tick importance or like that, somewhere, but didnt inspect it yet.

Cheers,

L.

btw i am using this technique to move the object to target i need.

but do you have some advice how to make movement more smooth and not so choppy? but still have such precise control of the movement?

many thanks.

ps: i have this GPU really funny, that on ipad the movement is smoother :).

L.

I don’t really have any suggestions for getting your movement refined. This would probably be better by asking on the Forums in the BP section. The choppiness may be related to not using delta seconds in your tick.

It’s best to remember that Event Tick is going to be called for every frame per second without using delta seconds. This means that it can change what you want to do depending on the FPS rather than what you intended for it to originally do.

Another thing is that there is no “Event Tick x2” Tick is reliant on being called every frame that is rendered.