Help making addForce frame independent (blueprints)

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?

1 Like

I realized this too.the blue boxes in template map got kicked farther away when limited frame rate.
I’m watching this topic.

in game thread tick use add force,do not need to multiply DeltaTime