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