How can I use Delta-Time for my Dash mechanic?

So I wanted to create a dash mechanic like the one in Akane. The character can dash and change direction mid-dash, which will continue to dash until the end of the dash duration.

I have made one by getting a vector location in front of the character and continuously chasing the point until the duration of the dash. It works and I’m happy about the result but I can’t figure out where to implement the delta-time because the dash length changes at lower FPS.

I have tried using a timeline and here is my BP:


Now the problem with this one is that the lower the FPS the further the dash goes.

Ive also tried using event tick on this and I almost got the result that I want. here is my BP:

Now the problem with this one is that the distance the dash travels remains the same only on 120,60,30,15 FPS. If I use a random number like 18, 44, or 66 the distance of the dash changes again.

I have tried vinterp as well. But to no success. I hope you can help me, Thanks :wink:

Your input locations are changing during the timeline progression. You need to cache them out to variables before the timeline begins => then use those cached variables to do the vector lerp otherwise these variables will fluctuate.

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@3dRaven Hey man, Thanks for the response. I don’t totally get what you are trying to say about cache the variables out before the timeline begins. Can you give me a screenshot of a BP example if its not too much to ash :sweat_smile:

Also, the variables are supposed to change because that’s the point of being able to change direction mid dash. Because if the player rotate, the vector target position in front of the character is going to change with respect to where the character is currently facing, continues with the rest of the dash duration then stop. If the vectors are static it will just go from one point to another right?

I’m sure there’s other better ways to do this hehe :sweat_smile: