Here is the scenario:
I have a character who shoots projectiles from a gun, and I have windows that can be broken by these projectiles.
At a high frame rate, the projectile breaks the window effortlessly.
At a low frame rate, the game will occasionally fail to detect an overlap between the window and the projectile. I assume this is because the game only counts hits/overlaps at exactly every given tick/frame, but the movement from one frame/tick to another is not taken into consideration.
I find this interesting, because I have never experienced this in any published game that I have played, so I assume there must be a way to consider hit detection between ticks/frames.
Now, of course the best solution is always to optimize the game so that it never runs at a low frame rate, but I think it’s a hugely important failsafe to have, so that a low frame rate doesn’t necessarily break the game.
Is there a way to solve this in UE4, or in game engines in general?