I can leave global time dilation alone, and fake the slow motion by adjusting the physics actor themselves. This includes halving:
-Physics Linear Velocity
-Physics Angular Velocity
-Linear Damping
-Angular Damping
Then making my own gravity (just a constant downward force of -980) and scaling it by 0.25 to fake half speed.
This method seems to work fine. But a friend of mine warns me there may be unforeseen consequences this way.
A second method is to slow down the entire game using global time dilation (or console command slomo). Then speed up just the player and HUD elements.
By speeding up the player, I mean doubling the character movement component’s:
-Max Walk Speed
-Character Movement Velocity
-Max Acceleration
-Braking Friction Factor
-Air Control
-Gravity Scale
I find two issues using this latter method.
-Sometimes have a small hitch when going slow motion.
-(Might just be placebo) But movement feels slightly sluggish. Using physics substepping seems to help? But again might be placebo. Really need someone to help me understand if I’m just imagining things.
I’d like to hear you guys’ thoughts. Which method should continue using and why?