How do I make my delay work in normal speed when my global time dilation is set to slow?

So I’m making a game where the player has the ability to slow down time and move fast but it last for 10 seconds. I used custom time dilation to slow down the player, but the delay timer doesn’t go down, because the time dilation is in effect. So is there a way to make a delay work in normal speed while the time is slowed down?

In one word - No.

…but you can always modify your delay if you keep a reference to it. How you modify it depends on your specific case.

You can also choose not to actually “slow down time” but instead slow down specific aspects of your game (like projectile speed or enemy speed). In this case nothing will be affected “by default” but you will have to manually implement the slowdown in each element. This is actually the trade of - you either:

  • Slow down time and manually modify every element that should not be affected.
  • Or you don’t slow down time but you manually slow down every element that needs to be slowed.

P.S. We can probably provide more concrete example if you present some code or a blueprint :wink:

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Hello @Blowave101

Try something like this. Added debug and tick activation / de-activation too.

Example Video Clip

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I’ve figured it out! Thank all of you. So I made a “Set Timer By Event” And made a custom event to work with it that runs every “0.1” seconds and in the custom event I made a “do once” and after that I made another “Set Timer By Event” and made another custom event that works with it, And that runs every “1” Seconds. (When the character is slowed down it’s practically 10 seconds, but that depends on how slow you make your time) and that custom event goes into the normalize speed node. So that’s how I did it.

There are probs easier ways of doing it, but that’s how I did it. :slight_smile: