Here's a slightly revised version of my super speed example that i posted ages ago
I always had a problem with it using motion blur, where if the player was moving when you slow time down, the player would move REALLY fast, basically as fast as he would be going if time wasn't slowed down.
Now with the new timedelta change, almost the opposite happens, regardless of motion blur, at the end of the slow down, he still kinda jumps a bit, but as soon as you start returning to normal timescale (i made the game ease in and out of slow time rather than just change the speed instantly), the player goes the speed he was going when the timescale was really slow, which is REALLY FAST. For the example's sake, i only made the player move 100 times faster, but if you change the TimeScaleTarget variable in the 'start of layout' to like 0.000001, try it out and watch the craziness.
If I haven't fully explained how this works, basically, the game speeds the player up the same ratio that timescale slows the game down, giving the appearance that the player is still moving normal speed while everything else slows down. Still rather buggy now.
Anyone know a better way to do this? Or can this be fixed due to my bad coding?