Queued anim notify state ends on actors with custom time dilation set to 0

When you add a queued anim notify state to a montage, and set the custom time dilation to 0 (in this case I use it for hit stop) the anim notify state ends. When the time dilation is set back to 1, the anim notify begins again.

In contrast, the branched anim notify state seems fine with time dilation set to 0. Wasn’t sure if this is a bug on the queued version of anim notify state, or this is one reason why the branching anim notify state exists (with the extra cost from non-async execution).

I want to avoid using the branching version because I’m a little worried about performance. But more annoying than that is, you can’t have branching notifies at the same frame. You get a warning in the log like: “Branching Point x overlaps with y, One of them will not get triggered!” and is completely hidden from the editor which is very unintuitive.

I think it is an intended behavior, you can solve it by simply putting the time dilation to 0.01f instead of 0