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Time Control System - Unreal Engine 5

Project Overview

This project implements a time manipulation system with two core C++ classes that work together to create dynamic time-stopping mechanics:

Core Classes

1. ATimePausedObject (Base Actor Class)

Purpose: Objects that can be affected by time manipulation and move along splines.

Key Components:

  • SplineComponent: Defines movement path

  • MovingMeshComponent: Visual representation that moves along spline

Movement Properties:

  • DefaultMovementSpeed: Base speed (editable in BP)

  • CurrentMovementSpeed: Active speed (changes during time effects)

  • MovementDuration: Update frequency (default 1sec)

Time Control:

  • PauseObject(): BlueprintNativeEvent for time manipulation

  • PauseTime: Duration of full pause

  • SlowdownTime: Time to reach full stop

Internal Logic:

  • Automatic spline following with direction switching

  • Timer-based position updates

  • Spline length calculations

2. UTimeControlComponent (Actor Component)

Purpose: Manages time manipulation for all TimePausedObjects.

Key Properties:

  • PauseTime: Duration of time stop

  • SlowDownTime: Time to reach full stop

  • TimePausedObjects: Array of affected objects

Functions:

  • PauseTimeForObjects(): Initiates time stop sequence

  • FindAllTimePausedObjects(): Discovers eligible objects

Implementation Details

TimePausedObject Behavior

  1. Moves continuously along spline path

  2. Responds to time manipulation calls:

    • Gradually slows down over SlowDownTime

    • Stays paused for PauseTime

    • Gradually resumes normal speed

TimeControl Workflow

  1. Component finds all TimePausedObjects

  2. When triggered, applies time effects to all objects

  3. Each object handles its own speed interpolation

Blueprint Integration

For TimePausedObject:

  • Override PauseObject event for custom time effects

  • Adjust default properties in instances

  • Create varied movement patterns through splines

For TimeControlComponent:

  • Add to any actor to enable time control

  • Configure pause parameters

  • Trigger via PauseTimeForObjects()

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