It’s gotta be carrying over input somehow stacking it between… I don’t know how that’s a thing BUT like I said you can put a max Speed on it that’s appropriate and just use that with a high acceleration to basically guarantee a certain speed. You can then change it on the fly and just let that be how you do your speed changes. That should prevent any lightspeed soldiers.
These all seem like acceleration issues caused by not using a proper tick with the add movement input node. If you go into the floating pawn movement component and set the acceleration to 99999 the problems should go away or be less noticable, but this is not a solution at all. Having that event timer set to .013 is going to cause it to tick about 70 times per second, there will be a lot of frames it doesn’t tick.
Sorry, but that’s the reason to use a timer. It’s frame independent so fluctuating framerate will not matter. Using a timer provides a consistency where tick does not. It also keeps things off of the often bloated Tick thread. At least, that’s my understanding.
Regardless, if they want a constant given speed, it’s easier to simply bring them to that movement speed ASAP and lock it there, no? So there’s no need for time variables.
I don’t know whats going on under the hood but it seems like any time the add movement input node goes a frame without firing the acceleration resets and it has to build up speed again. In my own project if I use an add movement input node with a .013 timer it will not work properly. If I change it to .001 it will accelerate fine and move smoothly.
That sounds weird! I haven’t ever had an issue with that but I usually don’t use add movement input nodes with this, it could be something strange under the hood of the CMC.
Very weird indeed, but setting the acceleration to 99999 did work flawlessly. The changes I make now to the speed are consistent and when I move my mouse the character does not speed up. I am unsure how this happened and sad that I wont be able to mess with the acceleration in the future but this is fix I am willing to take! Thank you!
It was happening with the function timer because it was not ticking every frame. When your mouse hovered over editor buttons your frame rate dropped enough for it to tick twice and that caused it to accumulate acceleration. If you set the timer to .007 it will tick every frame and you can set acceleration to whatever you want. If you want to use the behavior tree you can use Event Receive Tick AI instead of execute but don’t finish the task, or finish after a condition is met.
This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.