# Calculating Force in Ue4?

**URL:** <https://forums.unrealengine.com/t/calculating-force-in-ue4/330852>\
**Category:** World Creation\
**Tags:** force, unreal-engine, Physics, delta-time, question\
**Created:** [September 3, 2015, 5:50am UTC](https://forums.unrealengine.com/t/calculating-force-in-ue4/330852 "2015-09-03T05:50:43Z")\
**Posts on this page:** 2\
**Page:** 1

<div class="post-metadata">

**Author:** ![OutlawIIIwolf](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@OutlawIIIwolf](https://forums.unrealengine.com/u/OutlawIIIwolf)\
**Post date:** [September 3, 2015, 5:50am UTC](https://forums.unrealengine.com/t/calculating-force-in-ue4/330852/1 "2015-09-03T05:50:43Z")

</div>

So I’m running a simple test with a cube that has **no friction**.

- I add a generic force in the x:20000

- I then use a simple F=ma formula to try and get the same force through some blueprint math.Then I reverse it to try and keep the object in one place.

**My question is:** Why am I getting 19408.96 out of my x force instead of 20000?  
Is there away to access the physics delta time if for some reason its different?

Any and all help is appreciated.Thanks! (I tested physics sub-stepping on and off)

 ![56936-adding+reverse+force.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/1/4/1/14194ff95bd8cc9cf447d586b5f6f44a38fdc68c.jpeg)

---

<div class="post-metadata">

**Author:** ![spynorbays](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@spynorbays](https://forums.unrealengine.com/u/spynorbays)\
**Post date:** [October 31, 2019, 5:19pm UTC](https://forums.unrealengine.com/t/calculating-force-in-ue4/330852/2 "2019-10-31T17:19:23Z")

</div>

I struggled a lot with this exact issue.  
I was trying to make an inertia dampener in the past but it was returning a force that is little bit smaller than what it should actually return, which broke the whole system.

I wish they Devs will fix that issue some day…
