It seems like there is a limitation here where the physics engine allways runs at the same time dilation globally for every object. So if I slow down time globally and try to compensate for it with custom time dilation inside an actor, the delta time in actor’s on tick event will be running at real-time, however any components with physics simulation inside the actor will still be moving in slow motion.
The video linked above is very confusing, because it seems like the two spheres are using physics simulation – however I suspect the movement of the balls is fully scripted using actor delta time (very poor video IMO).