Timers not affected by Time Dilation

Hey sorry for necro but I was able to create a quick macro for a delay node that ignores time dilation. Would be useful for use guys! You will have to create either a ActorMacro bp, or a ActorComponentMacro bp depending on where you want to use this node. Here is the setup for the macro.

Then this can be used like like any normal delay. Keep in mind this is definitely less efficient. The last check for game instance is solve issue we had that would fire when switching levels while loop was running. Can probably be left out as our game does some extra weird stuff there.

2 Likes