If you set GlobalTimeDilation to 0
http://puu.sh/ms0cF/61bc66c265.jpg
and then get it again
http://puu.sh/ms0gg/3dd3ea4437.jpg
its set to 0.0001 and not 0.
If you set GlobalTimeDilation to 0
http://puu.sh/ms0cF/61bc66c265.jpg
and then get it again
http://puu.sh/ms0gg/3dd3ea4437.jpg
its set to 0.0001 and not 0.
Hi John,
Time Dilation needs to be between .0001 and 20. There should be a warning in log that comes up when you attempt to set it to another value, and then it automatically clamps it to that range.
Thanks, you are right, have not seen that warning before. Could you enter a feature request to allow a GlobalTimeDilation of 0?
That would just be pause, I think. Set Game Paused should be node you’re looking for.
I’m using GlobalTimeDilation to workaround a bug that exists with pause (UE-17286), so I can’t use pause for this. Is there any reason why it should not be possible to use a GlobalTimeDilation of 0?
I don’t know that there’s any reason for it other than that there’s already existing functionality for that (pause). That’s pretty much what Pause is doing, plus giving it a name so it can be referenced as a state. Unfortunately, even if you were able to set global time dilation to 0.0, it wouldn’t work around that particular problem, since at 0.0 Tick wouldn’t fire, either.
Is there any way to move functionality you require from Controller to another actor that can be set to tick during pause?
bug is not about ticks not firing, ticks actually work fine. bug is about that a camera, even if TickEvenWhenPaused=true, is ticking correctly, but image camera shows in viewport is never updated. So I can do stuff in tick, like printing something out etc, but I just see a static image in viewport, reason seems to be that PlayerController->UpdateCameraManager(…) is never called while game is paused.
So if there is a cube moving in front of camera and it ticks while game is paused, it would move, but you would not see it moving because what you see it just last image that was rendered before game was paused.
For me that means that I can’t use a 3D widget while game is paused, because widget itself is working, but camera image I see is static, so if a button changes it state to hovered, I still see unhovered state, and if I add widgets dynamically, like changing tabs in a menu, for player it seems as if nothing would happen.
I’m quite sure a GlobalTimeDilation of 0 would successfully workaround this. And I think there is no way I could move “functionality” of a camera to something outside of a camera, right? ![]()
I think I’m wrong, it’s just that SetTickableWhenPaused node has to be called on WidgetComponent.
bug only seems to be about that camera can’t move while game is paused, but viewport is still updated. And after I googled it, I found out it was even me who reported that bug (UE-17286). I completely forgot about that.
So, I don’t need GlobalTimeDilation=0 for my 3D widgets, but just to allow my camera to still be moved while game is paused.
Ah, okay, I apologize, I didn’t read that report thoroughly enough. I’ll go ahead and throw in a feature request for this and let you know what they say. It’s possible there are other reasons this isn’t possible, and they should let me know if that’s case.
EDIT: Entered as UE-25308
Thanks very much! ![]()