What's the better option between global and custom time dilation?

Hey,

Thanks for the reply, even late.

I ended up finding the solution so I’ll post it here for anyone interested.

  • I did all my calculations to take
    into the equation the number of enemy
    bullets and their proximity to the
    player.
  • With this I set a variable
    ‘CurrentTimeDilation’ and store it on
    my Game Instance.
  • Then I bind the
    enemy bullets (and all actors
    affected by time slow) to listen to
    any change applied to
    ‘CurrentTimeDilation’.
  • When a change
    is registered, I update the current
    bullet velocity by multiplying it to
    the slow factor ‘CurrentTimeDilation’ (see screenshot)

251299-2018-08-23-00h25-18.png

Of course any actor that isn’t affected by time slow won’t listen to changes made to this variable.