How to pause physics control immediately

I’m using Custom Time Dilation (0), but it doesn’t stop the animation immediately or completely:

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Hello there @ABTOMATO!

You are on the right path, setting a Custom Time Dilation for each actor in which you need to stop physics, should render the results you need.

If movement is not fully stopping, try to combine it with a blueprint change to the Global Time Dilation value. This value cannot be set to zero, but on its lowest value (0,0001), combined with your customs per actor, should do the trick.

Further methods for physics manipulation can be found here:

Thank you for your response! The Global Time Dilation works perfectly, exactly as expected. However, it freezes time globally rather than for a specific actor, and for some reason, Custom Time Dilation doesn’t act as a counterbalance when both are enabled simultaneously to compensate for each other. For example, if I set Global Time Dilation to 0.1 and Custom Time Dilation to 10, the animation remains slowed down and exhibits artifacts. Additionally, there’s a burst of forces when returning to the normal global speed.

(Global Time Dilation)
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(Global Time Dilation + Custom Time Dilation)
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Hello again!

That is a very peculiar result. Global Time Dilation takes precedence over Custom Time Dilation, so setting the values has your proposed (0.1 to 10) should result in your actor moving at normal speed, and the world moving slowly, as seen in this short guide:

From your samples, the animations seem to be fighting against the time adjustments. Which brings the following question, are your animation blueprints currently tied to the time dilation changes? Another thread was able to resolve a similar scenario by adjusting their blueprints: