I am currently working on an elevator blueprint in engine version 4.12.5. I am using a timeline to open and close the elevator’s doors. I noticed that the doors will not open, or close properly when there is a change in frame rate. I tried the blueprint on a different PC and sure enough, the lower frame rate(120 fps on my PC, 40 fps on the other PC) caused the doors to only open slightly. What do I have to do in order to make the door opening and closing animations unaffected by the frame rate?
Use time as a measurement. If you make an animation that lasts 1 second it will last 1 second even if the framerate tanks.
If you are using another method, keep track of the start time and then use the time difference as a parameter that determine the degree to which the door is open.
Hi there,
Your issue with framerates happens when you execute movement every tick. That is why you need to multiply the distance with DeltaSeconds.
TimelineUpdate happends every Tick as well. But if you use the Value of the Track, then you will not have any issue at all.
I just used my screenshot from one of my samples. Just to show you how to interpolate movement. You already handle Play and Reverse, so no need to explain that
hope that helps, Marooney
Hey guys, thank you for your answers. I tried using move component to and that seems to work.
Your doors are flying away because you use AddRelativeLocation which adds the movement instead of setting to the door to the interpolated position. And they move straight up into the air because you increase the Z axis which means Up/Down axis.
For your components you need to uses AddRelativeLocation.
And to move them left/right you need to set the X or Y axis depending on how you have put them together in your Viewport. Try to add 100 (instead of 0.1) just to see what happens. And then you can adjust this value.
You should be good to go then. I hope that helps
Ok, i wanted to explain you why it did not work. but you have removed your post ^^ So this was what i wanted to explain:
Your doors are flying away because you use AddRelativeLocation which adds the movement instead of setting the door to the interpolated position. And they move straight up into the air because you increase the Z axis which means Up/Down axis.
For your components you need to uses AddRelativeLocation.
And to move them left and right you need to set the X or Y axis depending on how you have put them together in your Viewport. Try to add 100 (instead of 0.1) just to see what happens. And then you can adjust this value.
I’m happy to help
Please make sure to click the accept answer button on the left side of the answer, if you don’t need anything else for now The answer will turn green and the Question is marked as [RESOLVED] for everyone. Thx