Hi everyone,
I am working on a racing game, and everything seems to function when my game delta is around 11ms, but my car physics behave differently when it is below or above that number. Normally, I would deal with this issue by simply multiplying it with the world tick, but in my case, that doesn’t work because the game delta differs from that of frame delta. I looked online to see if there was a way to get the game delta instead of the frame delta but I failed. I noticed the issue after I looked at the stats from “stat unitgraph”
When my stats are like this, my game works perfectly:
When my stats are like this, it stops behaving correctly:
I also have substepping enabled for my project, but it is not enough as I have functions within my blueprint that need adjustment.
Thank you all in advance.