Description

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.

Steps to Reproduce

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.

Have Comments or More Details?

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Fixed
ComponentUE - Anim - Sequencer - MRQ
Affects Versions5.1
Target Fix5.2
Fix Commit24063300
Main Commit24067038
Release Commit24063300
CreatedJan 31, 2023
ResolvedFeb 8, 2023
UpdatedApr 29, 2023