Hi guys, i am having an issue that is driving me nuts.
What i want to do is use addforce to be able to simulate the gravity of an orbiting planet to attract a pawn, everything works well when i test it at around 100 fps, but as soon as i tried to limit the fps at 30 the pawn started to get attracted a lot faster to the center of the planet.
So i learned that addForce is frames dependant, which means that i need to find a way to obtain a similar physic simulation result whitout depending from framerate.
I tried using delta seconds multiplied by a costant and then to a vector direction, feeding it to the addForce, but it doesn’t work, i still get very different result when limiting fps.
Here you can see how i am actually using addForce: Imgur: The magic of the Internet
I also have substepping enabled if it can help, with these settings: Imgur: The magic of the Internet
I also tried to use async tick event but it doesn’t seem to do much. Is there a way to solve this issue using blueprints?