# Making ray cast suspension framerate independent 

**URL:** <https://forums.unrealengine.com/t/making-ray-cast-suspension-framerate-independent/2688640>\
**Category:** Blueprint\
**Tags:** Raycast, unreal-engine, Blueprint, question\
**Created:** [December 30, 2025, 10:58pm UTC](https://forums.unrealengine.com/t/making-ray-cast-suspension-framerate-independent/2688640 "2025-12-30T22:58:51Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![FartMan\_79](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/fartman_79/32/1139255_2.png) [@FartMan\_79](https://forums.unrealengine.com/u/FartMan_79)\
**Post date:** [December 30, 2025, 10:58pm UTC](https://forums.unrealengine.com/t/making-ray-cast-suspension-framerate-independent/2688640/1 "2025-12-30T22:58:52Z")

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Hello everyone, I am having a problem trying to get the suspension of my raycast vehicle to stay stable throughout different framerates. Throughout 60-120 FPS, it works completely fine. However, if I run the game at 15 FPS, it lands and instantly bounces super high. I’ve tried multiplying damping force and spring force by Delta seconds, I’ve enabled substepping at 1/60 with 8 max supsteps, i’ve tried running it from a timer, I just can’t get it to work. Here is the blueprint logic for applying the suspension force:

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/5/e/c/5ec5522a8f7ae21d5b8517704cde612c91218134.jpeg)

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<div class="post-metadata">

**Author:** ![FartMan\_79](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/fartman_79/32/1139255_2.png) [@FartMan\_79](https://forums.unrealengine.com/u/FartMan_79)\
**Post date:** [January 4, 2026, 2:06am UTC](https://forums.unrealengine.com/t/making-ray-cast-suspension-framerate-independent/2688640/2 "2026-01-04T02:06:40Z")

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Here is a bump with some more context…

Main function which handles suspension, accelleration, lateral slipping etc…

I recently switched from regular event tick to Async Physics tick as I heard it could be more reliable with frame drops.

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/c/3/7/c37c5abbe564d3a3137a0f935b9f76c2ddb7e80c.png)

This is inside the function, I am starting to think the line trace may be the issue but idk?

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/f/4/a/f4af48c1a379461d2b7b248b7efe9d25aaab32ad.jpeg)

I recently tried a method like this for the compression and damping forces, however this didn’t work either and was very wobbly in game. (Not sure if I really did this method correctly)

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/d/2/a/d2a68545e85abf32018a4a5dc5b48c34570cb519.png)

I have reverted back to this method (What my blueprint looks like now) and have had no success while changing settings (substepping, async physics)

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/f/a/f/faf9553626dbcfda7434193eaddb7348f75c4831.jpeg)

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/f/8/a/f8aaef3b835f120d2b9a3caf280bdf31bcf45636.png)

If somebody could help me and tell me where I am going wrong with this I will be very grateful

Thanks

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<div class="post-metadata">

**Author:** ![FartMan\_79](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/fartman_79/32/1139255_2.png) [@FartMan\_79](https://forums.unrealengine.com/u/FartMan_79)\
**Post date:** [January 4, 2026, 2:22am UTC](https://forums.unrealengine.com/t/making-ray-cast-suspension-framerate-independent/2688640/3 "2026-01-04T02:22:26Z")

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Another quick update, I just realised with the current setup above ^, enabling substepping actually breaks the physics of the car…. Here is a quick recording to understand my problem better:

[![](https://d3kjluh73b9h9o.cloudfront.net/original/4X/9/c/2/9c23b1cee248566e225acd83a78c1c009025063b.jpeg "Curerent state of my suspension") ](https://www.youtube.com/watch?v=6wslxilvMgU)

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<div class="post-metadata">

**Author:** ![FartMan\_79](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/fartman_79/32/1139255_2.png) [@FartMan\_79](https://forums.unrealengine.com/u/FartMan_79)\
**Post date:** [January 8, 2026, 9:51pm UTC](https://forums.unrealengine.com/t/making-ray-cast-suspension-framerate-independent/2688640/4 "2026-01-08T21:51:32Z")

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It is finally fixed!

[![](https://d3kjluh73b9h9o.cloudfront.net/original/4X/8/c/6/8c66bef293a90ed3c3447209af9e7ec815b090b0.jpeg "War is over") ](https://www.youtube.com/watch?v=_dtlD1eYFq0)

The changes I made were:

Getting rid of all async physics related settings. (Use normal tick, disable async physics, etc..)

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/5/f/d/5fd3d1db2daa59cadaa905ffdf82587609502bf4.png)

Instead of getting the world location of the scene component for the wheel, I get the socket location that the wheel is placed on the kart body.

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/8/3/e/83e518d9d9a4ae63989a4150c3f6998ade79d78a.png)

Changed to these substepping settings.

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/1/7/9/1798101f3163df0cdd6f5689cd398cdc995a3d53.png)

Using a fixed framerate (This wasn’t the fix, however, this got rid of jitter at high speeds)

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/0/3/c/03c5969453350b51964a492b865d7c26dd8f49b1.png)
