Just testing something and basically, if my character BP isn’t open my character movement will be broken, right and left turning is just crazy fast effectively. but if I open my character BP then play the game the controls are correct, where left and right movement is correct where he wont just go nuts when trying to move around. Does anyone know what would cause something like this?.
Edit just made a video to show what i mean, 1st gameplay is my character working as intended, when i quit it and close the BP thats open (isn’t captured on screen but you see the mouse move) and then you can see when i return to the game my character moves around all crazy by spinning super fast.
I did notice that when I have the BP closed my game runs around 120 fPS but with (any) BP open its about 35-40 FPS. So tested this by capping to 60 > BP open or closed doesn’t cause the movement issue (BP open just causes fps to run lower)
Capping FPS to 120 causes my character to do the crazy spinning thing regardless of BP open or closed. I’ve attached the main bit of BP that actually handles my character movement, I can’t see the other stuff affecting anything its just stuff to grab ledges.
I’ve attached another image B4, i think this might be causing the problem, I’m not entirely sure, but since the camera rotation is based on the world tick and disabling this causes similar issues since the camera isn’t rotating which is sort of the same as my character camera not rotating fast enough when the game is running at 120 FPS? I thought the tick would update based on the FPS to make things run at the speed it needs to?
basically in the B1 image (the 1st one) you can see triggeredcamreset node on the far right which calls the b3 image ( added in edit) when I rotate the character to make sure the camera stays behind him, this is important for how he actually moves since i’ve made a custom half tank control scheme
After reading of the information provided I was able to find that this is a known issue. I have provided a link to the public tracker. Please feel free to use the link provided for future updates.