Ignore Time Dilation on Timer?

I know that you can ‘set ignore time dilation’ on a timeline, but is there any way to do it with a timer?

Kind of convoluted, but in this kind of situation I would set a timer on a separate blueprint that has its own local dilation set to 1/TimeDilation. This way the BP is running at normal speed, so the timers would too. If you’re setting a timer while TimeDilation is already affected, you can set it for DesiredNumberOfSeconds/TimeDilation.

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Very interesting solution. I’m using this system to trigger music cues, so it has to be spot on, but the global dilation is being subtlety lerped up and down almost constantly throughout gameplay. I suppose if I set the local time dilation on the ‘timer BP’ every tick, this might work. Definitely not as clean of a solution as I’d prefer, but if it works, it works. I’ll give it a go. Thanks.

I was hoping this might work, too, but just did a quick test with no luck. Dug into the code and it looks like the world timer manager doesn’t know anything about the actor who owns the callback function, so there’s no way to apply a custom time dilation to a timer.

This is a great solution for a static time dilation. However, I’ve got time dilation easing in/out with a curve so best solution for me is to save real world time when I want the timer to start and then detect when real world time exceeds the desired timer duration.