60 Verse tickrate in v34.20 huge change

Summary

It seems like tickrate was increased to 60 from 30 this update. This will break many systems as everything will happen twice as fast.

Is it intended as it was not announced? Looks like a big breaking change that should be opt-in option.

Please select what you are reporting on:

Verse

What Type of Bug are you experiencing?

Verse

Steps to Reproduce

Create new project and add this script: https://dev.epicgames.com/community/snippets/D98/fortnite-tick-rate-graph-device

Expected Result

~30 tickrate

Observed Result

~60 tickrate

Platform(s)

all, server side

Video

https://x.com/SupremeUEFN/status/1904499038931611970

I’ve the same issue, UI animations looks terrible now

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FORT-879359 has been created and its status is ‘Unconfirmed’. This is now in a queue to be reproduced and confirmed.

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Just got a similar issue, and I have the impression, it doesn’t come from the tick rate, it comes from the 2 last lines of the snippet you share

Canvas.RemoveWidget(ColorBlock)
Canvas.AddWidget(NewSlot)

Since the new update it’s impossible to remove and add the same widget during the same tick. We need to wait a tick minimum to do it.

I have the same issue on some other ui/verse animation/update of ui in my project because of that.

In my project, I had a code like that

mPlayerUI.RemoveWidget(RootCanvas)
mPlayerUI.AddWidget(RootCanvas, player_ui_slot{InputMode := CurrentInputMode })

Now, I have to change in something like that, or it doesn’t work

mPlayerUI.RemoveWidget(RootCanvas)
Sleep(0.1)
mPlayerUI.AddWidget(RootCanvas, player_ui_slot{InputMode := CurrentInputMode })

But the problem, the ui blinks

Does Sleep(0.0) work ?

I’m afraid no, and sometime 0.1 looks even not enough :frowning:

I wonder if this is why the input trigger info ui on the left is now like faded out its barely visible

nvm restarting fortnite fixed it for me still weird tho

Hey @AtAshTag — to confirm, are you saying you no longer see the high tick rate or Sleep is working for you?

Quite curious to have an explanation about that change too

That’s why you should always consider Delta Time on your ticking logic, if done things correctly, that will be not a breaking change xD

Removing and Adding widgets are not recommended and is used as a workaround to animate UIs

Also, it is in fact one of the first workarounds that the community discovered (this includes me), but, today we have much better ways of animating UIs without relying on removing and readding it to screen, such as invisible color blocks being used as paddings…

Also, never forget to use Delta Time when working with timings, to account for server lag and any edge cases of performance changes, including programming language processing speed.

If verse runs at 30TPS or at 340TPS should not matter if you properly use DeltaTime to bridge the difference :stuck_out_tongue: That’s used on any other programming languages, including game dev scenarios for the same reasons :grin:

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This bug report is about tickrate increase not UI blinking.

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I havnt tried it i was asking the person if Sleep(0.0) would work for him

Sorry for any confusion

Are we able to get some explanation on that ? Official BR in UEFN support ? Ballistic support ? Will we ever see this live as well ?

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How do you change the padding of the colour block without removing it and adding it back?

@Piebee007 Use Stack Boxes + Color Blocks updating SetDesiredSize

Can be simple (Top and Left only) for just position, or complex (Top Left Right Bottom) to control position and shape more granullary




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