Encountered a strange problem:
So I was setting up this simple function to get my characters to move left and right a bit during his moving, this function is triggered by “Set Timer By Function Name” in beginplay, it’s triggered every 0.2 second during the player’s movement.
What I found is that it’s working intendedly when my game’s FPS is around and below 60 FPS, when FPS gets really high (somewhere around 100FPS and more) it stops working.
What could be the issue behind it? is there something Add Movement Input node tight to?
I just tested on my side, it working but on 100fps, the movement is perceived as very slow compared to 30fps (for using the same scale value)
Ok so I’m not alone here~ any idea what’s causing it? ![]()
After some test using a event timer 0.5s, the event is being called real time 0.5s for sure for both 30fps and 100fps.
It look like it actually the node Add Movement Input which is frame dependant, you might want to compensate the effect using the getworlddeltasecond but am not sure if that would give a good result, more test would need
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Thanks~ Yeah this makes sense now, I think I’ll try either you mentioned or maybe do it with a different way then ![]()

