Scenario: I have an actor receiving a killing blow with a force impulse, which makes it go ragdoll.
If I set GlobalTimeDilation to 0 (zero) with an ongoing/unfinished AllBodiesSimulatePhysics on a SkeletalMesh (actor receiving the killing impulse and going flappy ragdoll), and then I set GlobalTimeDilation back to 1, the SkeletalMesh will go nuts/into hyperspace.
Any solution to this? Am I doing something wrong?
PS: it seems to act weird with all values close to zero