# Manipulating time in Unreal messes up Physics simulation?

I'm trying to achive a Super Hot like gameplay, where the time only flows when the player moves.

But when I stop time, then restart it, physics simulation will be messed up. Like:

• Cloths starts flying around like they are in a tornado.
• Rigidbodies fly away, like they were shot from a cannon.

All of these without any kind of forces being applied to them. They were just standing still, I stopped time, then I restarted Time and Booom, rigidbodies fly around.

I use this in the player's Tick method:

auto settings = GetWorld()->GetWorldSettings();
settings->SetTimeDilation(timeScale);