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Modifying engine source directly?

I would like this changed this in LevelTick.cpp

From:


// Clamp time between 2000 fps and 2.5 fps.
DeltaSeconds = FMath::Clamp(DeltaSeconds,0.0005f,0.40f);

To:


// Clamp time between 2000 fps and 30 fps.
DeltaSeconds = FMath::Clamp(DeltaSeconds,0.0005f,1/30.0f);

Do I just change it just like that or should it be done by inheriting and overriding stuff?

I have a feeling that specific change would cause all manner of funkiness…

Out of interest, how come?

Because this idea breaks down if the character turns more than 179 degrees between ticks…
https://forums.unrealengine.com/showthread.php?62016-How-to-make-collision-detection-for-fast-melee-combat

[edit]
I want my game to run at 60 fps, but still not break if it goes down to 30, but below 30, nah, i want slowmo then
https://forums.unrealengine.com/showthread.php?63192-How-intense-can-I-make-my-(PC)-game

[edit2]
To me, realtime game is 30 fps or better!

Want to see real funkiness?
Try this:


if(DeltaSeconds>1/30.0f)
    DeltaSeconds=NaN;

To me 1/2.5f is almost the same thing