How can I make Root Motion Ability Tasks framerate independent?

I have been trying to convert the attacks for my player from a custom setup to one driven by Gameplay Abilities. In particular, there is an attack where the player performs a dash that ends with an attack. The dash can vary depending on what duration, starting speed, ending speed, and easing function a designer has set for it. I figured that the easiest way to implement this in a gameplay ability blueprint would be to use the Apply Root Motion Constant Force node, but I have noticed that depending on the framerate my character is moving different distances. The node seems rather straightforward in what pins are exposed, and based on the code side of it that I read through. Is there something that I’m missing that I haven’t set or enabled for this to be framerate independent or has this always been the case? If so, then what should I be using to apply some force or velocity to a character from outside of it’s movement component that will result in more consistent results?

You have to clamp the velocity on dashes. This will define the distance and time as a constant regardless FPS.

For the attack you have to clamp/force a time span. FPS doesn’t affect time. Just how many frames of an animation the user will render.