Anim Notify - Frame Rate Independent Tick?

For my melee combat system, I am using an Anim Notify State BP within the montage to detect sphere trace hits via Received_NotifyTick. I noticed however the client FPS and montage speed is affecting the number of sphere traces, and I am wondering if there is a way to tie the traces to the actual game frame and not client FPS.

(I am not using collider on overlap events because it was giving me very inconsistent overlap results. This system just turns on and off the colliders the sphere traces hit, making simpler replication)

4 players

Even with the same player count, the number and location of sphere traces can be very inconsistent. In the example below, you can see the game creates a sphere trace much earlier, and as you might imagine this could result in undesirable event timing.

3

4

I’m curious about this exact issue. Any luck getting more information?

I did a work around. Basically instead of several sphere traces that follow the character’s fist; I have colliders attached to sockets that turn on and off during the attack montage.

Once the collider overlaps with the other character I sphere trace between two sockets, one at the “wrist” and one at the end of the hand. This seems to give consistent results as opposed to the prior method which would often produce sphere traces too late.