How to do Real-Time with Pause

I tried to enable tick while paused, but it seems to also pause the rendering as I can only see whether objects have moved after unpausing, and motion blur and temporal AA are also frozen.

I’m digging through the source code of the Set Game Paused function to see if I can build my own pause system, though if anyone has any pointers that would be helpful too.

EDIT: I just discovered that World Settings has settings for min and max time dilation. Indeed, setting the min to 0 will cause a NaN velocity error with physics bodies (and only if actors are simulating physics). I tried setting it to the absolute lowest value possible before it’s rounded down (0.000001) and pretty much every animated object freezes (their transform doesn’t seem to change, even if they are moving very fast), but physics bodies still have some velocity (sometimes quite high, like 0.1 UU/s).

I could use time dilation with that value, but then I need a separate method to freeze physics bodies. Is there an efficient way to simply “freeze” all of them in a level without losing their velocity?