Can you please clarify when you say, “independently of the framerate”?
Also you are correct that it would only be called in one frame. On enter, leave, overlap, and so on only call once when the event happens, but not persist.
The most common way might be to set a boolean variable when you enter the trigger area, then on Event Tick check if boolean = true, then add force. You’ll probably need to tune the force down a little.
In my example I’ve demonstrated what I described, as well did it a little differently for your reference. I made my sphere a blueprint actor, and put a triggerbox in the level and gave it the tag “ForceTrigger”.
Add Force and Add Force At Location automatically account for Delta Time, so you need not do any extra work.
Also an extra note, you don’t NEED to use Accel Change but you would need more force without it. Also without Accel Change the force you’re applying will have to fight any opposing force or velocity already on the object. You can get the objects velocity though to determine how much additional force to use if you want to go that route.
If you want to manually perform the frame management you would do something like this with Add Impulse…
If this worked out for you and answered all your questions please mark as solved for others. If you have other questions about this problem feel free to reply.