I'm nearing completion on a game and implementing a pause feature using timescale set to 0. It works on 99% of the game/all of my FSMs except for one place where I use the Rotate action. This seems to ignore time scale and continues when it's set to 0. I just have "every frame" checked, however it respects time-scale if I check "per second", but I don't know how to convert what I was doing before, in values, to be identical to the "per second" version of the same rotation.
Is this how Rotate is supposed to work? To ignore time scale?