# Bug with global time dilation of 0.0

**URL:** <https://forums.unrealengine.com/t/bug-with-global-time-dilation-of-0-0/397429>\
**Category:** World Creation\
**Tags:** time-dilation, unreal-engine, Physics, question\
**Created:** [July 14, 2017, 6:55pm UTC](https://forums.unrealengine.com/t/bug-with-global-time-dilation-of-0-0/397429 "2017-07-14T18:55:54Z")\
**Posts on this page:** 2\
**Page:** 1

<div class="post-metadata">

**Author:** ![theonecalledtom](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@theonecalledtom](https://forums.unrealengine.com/u/theonecalledtom)\
**Post date:** [July 14, 2017, 6:55pm UTC](https://forums.unrealengine.com/t/bug-with-global-time-dilation-of-0-0/397429/1 "2017-07-14T18:55:54Z")

</div>

It seems like this might be related to physics.

Background: I’m trying to work out how to do a partial pause. Using the APlayerController::SetPause and having some actors tick when paused doesn’t seem to allow them to update (they don’t move to locations I’m telling them to).

So as a potential solution gleaned from Answerhub I tried using time dilation - setting it to 0.0. This allows my objects to go to the locations I’m telling them to while paused but has a side effect. When I return to 1.0 objects that were stacked explode all over the place.

Seems that they are gaining overlaps and undoing them super fast on un-dilation.

Objects that are falling seem to behave appropriately.

---

<div class="post-metadata">

**Author:** ![theonecalledtom](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@theonecalledtom](https://forums.unrealengine.com/u/theonecalledtom)\
**Post date:** [July 14, 2017, 6:57pm UTC](https://forums.unrealengine.com/t/bug-with-global-time-dilation-of-0-0/397429/2 "2017-07-14T18:57:24Z")

</div>

Similar to UE-22382 but no vehicles involved.
