I try to add a hit stop effect to my game, the design is simple, when the player hits the enemy, I will set my player and the enemy’s CustomTimeDilation to 0, and after a duration, set them back to 1. This works fine but because my camera is a component of my character, so the camera stops moving too. How can I let my camera ignore the CustomTimeDilation?
Rather than using custom time dilation, it might be better if you froze certain components on the actors for a few frames instead.
Specifically, pause the animations on each character’s mesh component and stop the ticking of their movement components. Then, after a delay, unpause the animations and allow the movement components to tick again.
Yeah, this is the way I’m doing right now. But it’s pretty hard to manage all the components I want to pause, I think it’s easier to manage what component I don’t need to pause, so that’s where the question comes from. But thanks for your reply!