I’m trying to make an inventory system with the objects 3d model shown and animated on the screen.
I don’t really know how to make it since the widgets cannot show 3d models, the current idea is about to spawn the inventory objects in a random empty place of the environment and show them through a camera (but the sound effects and the lighting could be a problem, if anyone could suggest me a better solution I would appreciate ) but the main issue for which I have no idea about what to do is this: since the game must be paused and I need animated 3d models into the inventory screen, is there a way to unfreeze only those inventory objects while the game is paused?
Instead of pausing the game you would have to set custom time dilation to zero for everything but the inventory actors.
I believe using “Tick While Paused” will allow that.
Oh this is interesting, I’ve never used it.
Uhm i checked the “Tick Even when Paused” option but nothing is changed, maybe I’m missing something …
To change the actor time dilation i need to use the “Set Custom Time Dilation” node, right? … the hint for using that node says that “The DeltaTime for a frame is multiplied by the global TimeDilation and this CustomTimeDilation for this actor’s tick”, so if i put the Global Time Dilation to 0, the result of the operation will be always 0. In fact in game the actor remains immobile also if i put a non-zero Custom Time Dilation.
Ohh it worked, thank you
Well what exactly does pause do then? Does it just set the global time dilation to 0?
I think it’s not the same thing, if i put global time dilation = 0, the ‘?’ tutorial icons and the timelines are still animated, but very slowly … and also the global timer and all the inputs should be still enabled.
btw I set custom time dilation = 0 to all the objects of Actor class but the sky clouds, flame distortions etc. are still animated, are they not influenced by the time dilation?
I know this is an old thread but even now in 2018 you have helped me out big time! Thank you, I did what you suggested and it works perfectly, set the global time dilation when player pauses game and then multiply the values for the custom actor time dilation inside the actor to keep it going.