Spikes Desync on spline using timelines

Hello,

I’m developing a game and want spikes to move up and down along a spline. It works perfectly until there’s a change in the FPS. When this happens, the movement becomes desynchronized from its intended pattern, causing the spikes to move out of sync with each other.

This is what it is meant to do:

However, once there has been a sudden reduction in FPS, it can de-sync and will no longer be a spike “wave”, as you can see from the video below the last 2 spikes are now moving together

Below are screenshots of the code.


From my research, I understand that timelines shouldn’t be dependent on FPS. So, I believe (though I could be mistaken) the issue arises when the timeline finishes and resets to play again. At that point, the timeline for each spike is being triggered simultaneously, causing them to sync up with each other.

Any suggestions on how to fix this would be grealy appreciated, thank you!

I also misinterpreted the phrase “timelines can be frame independent” as the update exec pin wouldn’t be dependent on tick interval. Just a few weeks ago learned that this was not the case from a distinguished gentleman.

To make your timeline frame independent, you gotta plug the value of it’s float track either into the Alpha pin of a Lerp node, or the Delta Time pin of an interp node (finterp, vinterp, rinterp, tinterp). And also be careful to not interpolate between changing values, except for the Current pin of an interp node :blush:

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@VisAgilis completely is right.
Your BP is way more complicated that it needs to be. I also think you are not using your timelines to their full potential.

Try something like this instead:

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