[BUG]Event tick delta seconds BUG

Both in 4.10.4 and in 4.11,I encounter this weird issue,to reproduce this issue,just create a clean blank project in 4.10.4 or 4.11,and then open the level blueprint,create the node like the screenshot below,while running the game,you can clearly see that the tick second is stuck at about 0.166667.

that’s not a bug, your computers performance will determine how many ticks per second you get. Screenshot is same setup as yours with blank project.

85533-tick.jpg

Thanks!But I see the tooltip when I hover on the tick node,the output pin says:real time passed since last tick.It should have changed,otherwise,if I use a FInterp node to lerp to a float value and connect the delta time to the tick’s in delta time pin,and after running the game, the return value will not change at all…

Hello,

Are you using a fixed framerate in your project? I have a slight variation in my Delta Seconds based on the fact that my performance hovers around 115-120 fps. If you are using a fixed framerate, it would be expected that your Delta Seconds would return the same value because it calculates the seconds in between each frame, and if there is never a variation in framerate, this value will always remain the same.

Thanks! I find that in the project setting there really is a checkbox called use fixed framerate,however,I didn’t check that,if I check that,my tick delta seconds will always print 0.333333 instead of 0.166667…

Go ahead and play in editor, open the console using ` and type stat fps. Do this with and without Fixed Framerate enabled. If your framerate is remaining constant, then it is expected that delta seconds would return the same number each tick.