I’m triggering an event through Matinee using an Event Track. The Event fires an impulse through blueprint, targeting a Radial Force Actor in the scene.
The Radial Force Actor is surrounded by walls (Destructible Meshes), and the impulse causes the walls to break into pieces.
In Matinee, then, I have a Director Group with a Slomo track that causes time to slow down just as the impulse fires.
PROBLEM IS: The results are strangely inconsistent:
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Sometimes everything in the scene slows down (Slomo), but the wall pieces from the Destructible Meshes are blown apart at normal speed.
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Sometimes the wall chunks blow apart but their traversal in the air is elongated by the time dilation ; that’s hard to explain, but whereas a small impulse force would normally cause them to just break apart and fall to the floor almost directly, the time dilation causes their blow-up distance to be double or triple
Just seems like Slomo is causing the physics to behave differently, which is not at all what I want or it should produce. The physics simulation should be the same, with the same parameters, but just slowed down during the Slomo track cue.
What gives?