EventTick and Time Dilation

anonymous_user_30e6b98e
Tue, 18 Dec 2018 08:36:21 +0000
Blueprint

is EventTick affected by the Global Time Dilation and Per-Actor Time Dilation? as i am currently running a Beta Ghost Trail system for superspeed with Global Time set at 0.0001, with a spawn delay of a literal event tick and a destroy delay of 0.0001, and it is not being spawned fast enough (about 4 or 5 per realtime seconds when in slow mo), how can get it to spawn and thus destroy, faster then an event tick

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