Restored time dilation when BugPlacerPawn is active, since it seems the freezing that occurred was related to bad NVidia drivers and not frame times hitting zero.
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@ -162,13 +162,18 @@ void ABugPlacerPawn::Activate()
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UGameplayStatics::GetPlayerController(this, 0)->Possess(this);
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UGameplayStatics::GetPlayerController(this, 0)->Possess(this);
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float TraceInterval = this->GetActorTickInterval() > 0.0f ? this->GetActorTickInterval() : 1.0f / 60.0f;
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const float &MinTimeDilation = this->GetWorldSettings()->MinGlobalTimeDilation;
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this->GetWorldSettings()->SetTimeDilation(MinTimeDilation);
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this->CustomTimeDilation = 1.0 / MinTimeDilation;
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float TraceInterval = this->GetActorTickInterval() > 0.0f ? this->GetActorTickInterval() : (1.0f / 60.0f) * MinTimeDilation;
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this->GetWorldTimerManager().SetTimer(this->TraceTimerHandle, this, &ABugPlacerPawn::TraceTimerElapsed, TraceInterval, true);
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this->GetWorldTimerManager().SetTimer(this->TraceTimerHandle, this, &ABugPlacerPawn::TraceTimerElapsed, TraceInterval, true);
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}
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}
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void ABugPlacerPawn::Deactivate()
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void ABugPlacerPawn::Deactivate()
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{
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{
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this->GetWorldTimerManager().ClearAllTimersForObject(this);
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this->GetWorldTimerManager().ClearAllTimersForObject(this);
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this->GetWorldSettings()->SetTimeDilation(1.0f);
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UGameplayStatics::GetPlayerController(this, 0)->Possess(this->OriginalPlayer);
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UGameplayStatics::GetPlayerController(this, 0)->Possess(this->OriginalPlayer);
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