AActor::CustomTimeDilation
#include "GameFramework/Actor.h"
Access: public
Specifiers: UPROPERTYBlueprintReadWrite
Description
A per-actor time multiplier applied on top of the global WorldSettings TimeDilation. The effective DeltaTime for this actor's tick is DeltaTime * GlobalTimeDilation * CustomTimeDilation.
Caveats & Gotchas
- • This only affects the actor's tick DeltaTime — it does not slow down physics simulation for the actor's components unless the physics system explicitly reads this value (CharacterMovementComponent does, but raw UPrimitiveComponent physics does not).
- • Setting this below zero or to zero is supported but can produce undefined behaviour in movement components that assume positive DeltaTime — clamp to a small positive value if you want a near-pause effect.
- • Not replicated by default — if you need clients to match server dilation, replicate it manually via a ReplicatedUsing property or a reliable RPC.
Signature
UPROPERTY(BlueprintReadWrite, AdvancedDisplay, Category=Actor)
float CustomTimeDilation; Example
Slow down a single actor for a bullet-time effect C++
// Slow this actor to 10% speed while the world runs normally
MyActor->CustomTimeDilation = 0.1f; Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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