How do I stop my character from slowing down when the framerate decreasess?

I know most people don’t make their own movement codes in UE, but I find that a capsule just doesn’t work for my game, so I’ve made this. All my movements are SetActorRelativeLocation after branches after event tick, which means when the decreases in framerate result in decreases in movement speed, making some jumps impossible.

I’ve heard of this problem from Unity devs, but I have no clue what to do in UE.

Multiply your movement (momentum in your case) by the Tick’s “Delta Seconds” so it will scale based on how much time passed since last tick.

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