To test this issue:
Create a C++ class WolrdTimeDilationDebugActor.h in your Project with the following code:
// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "GameFramework/Actor.h" #include "GameFramework/WorldSettings.h" #include "WorldTimeDilationDebugActor.generated.h" UCLASS() class AWorldTimeDilationDebugActor : public AActor { GENERATED_BODY() public: // Sets default values for this actor's properties AWorldTimeDilationDebugActor() { PrimaryActorTick.bCanEverTick = true; } public: // Called every frame virtual void Tick(float DeltaTime) override { Super::Tick(DeltaTime); AWorldSettings* WorldSettings = GetWorld()->GetWorldSettings(); if (WorldSettings) { UE_LOG(LogTemp, Warning, TEXT("MinTimeDilation: %f MaxTimeDilation: %f"), WorldSettings->MinUndilatedFrameTime, WorldSettings->MaxUndilatedFrameTime); } } };
Inherit from it in Blueprints and place an instance in the World. Run PIE and you should see:
LogTemp: Warning: MinTimeDilation: 0.000500 MaxTimeDilation: 0.400000
Being printed to the Output Log.
Go to /Script/Engine.Blueprint'/MovieRenderPipeline/Blueprints/BP_MovieRenderRuntimeSample.BP_MovieRenderRuntimeSample' and drop an instance of the BP_MovieRenderRuntimeSample into the world. Assign a Level Sequence to it in the Details panel. Enter PIE and press R. The MinTimeDilation/MaxTimeDilation numbers will change:
LogTemp: Warning: MinTimeDilation: 0.008333 MaxTimeDilation: 0.008333
This change is expected. However, when the render finishes, the Min/Max values do not return to the previous settings. It is expected that they should restore.
1. Write code to print the UWorldSettings::MinUndilatedFrameTime/UWorldSettings::MaxUndilatedFrameTime variables and start PIE and run this code. Note down the min/max values.
2. Render Movie Render Queue in a PIE world (see the "Runtime" sample in the Plugin's Blueprint Folder)
3. Once the render finishes, read the values for Min/Max UndilatedFrameTime
4. Note that the previous values were not restored.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-175680 in the post.
0 |
Component | UE - Anim - Sequencer - MRQ |
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Affects Versions | 5.1 |
Target Fix | 5.2 |
Created | Jan 31, 2023 |
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Resolved | Feb 8, 2023 |
Updated | Apr 29, 2023 |