simulate physics proplem !

Hi @meran-99

Without seeing the problem visually its hard to diagnose.

But what i will say is, if you perform actions in fast paced code (ie on tick) they will operate at the same speed ie every frame.

To delink the actions speed from the fps you need to multiply any values by deltaseconds ( or WorldDeltaSeconds when outside of on tick)

In a nutshell if you increase the velocity of an actor by x using on tick or input event. It will trigger as fast as the tick or event happens (usually every frame not always) so if you have more fps the actions happen quicker.

Let me know if this makes sense or if you can be more specific maybe show soem blueprints, if this isnt the issue

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