Afair, it will not work for physics sim. Timelines already have a rate, so this can be adjusted easily. Works on the movement component and projectile component:
Static mesh Sphere has no collision; Sphere1 collision overlaps all (or what’s needed):
You can use End Overlap to revert dilation back to the standard value.
Regarding physics and Projectile Movement Component:
* If the updated component is simulating physics, only the initial launch parameters (when initial velocity is non-zero)
* will affect the projectile, and the physics sim will take over from there.
So if you do funky stuff to projectiles (or players), it may break the dilation.