Use Global Time Dilation without affecting BGM (resolved)

Edit: I resolved it!! I want to leave the thread here for anyone struggling with that.
Solution:

  1. Create a SoundClass and check the option “Is UISound”.

  2. Assign the SoundClass to the .Cue file that you don’t want to be slowed by the rallenty effect.

  3. In the blueprint where you use “Set Global Time Dilation”, add the node “Set Global Pitch Modulation”. This node affects all the sound but NOT the UISound!

Hi, we want to create a rallenty effect and I think the best way to do it is throught the variable “Global Time Dilation”.
We got a nice rallenty but this affects also the music in background (BGM).
How can we avoid that?
Thanks!

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