Forces acting differently when the frame rate changes, despite using “Tick Physics Async” setting. I am currently developing a fully physics based game, so any help is greatly appreciated!
In Unity I know I had to call “Add Force” inside of the “Fixed Update” function rather than the “Update” function. Is there something like that in UE5? Like “Fixed Tick”?
Hi! I know this question is old but I’ve run into a similar issue so I thought it couldn’t hurt to ask if you ever solved this issue or found the equivalent to Unity’s FixedUpdate()?
Hello and sorry for the late response! unfortunately I have not found a solution to the problem. Although I haven’t been doing physics related work for a while so I don’t know if anything has changed. Let me know if you find a solution