Tick rate causing object to Jitter/Stutter

Success!!! Months ago I started talking to a brilliant YouTuber that goes by Sengchor. I didn’t think he would know how to solve the issue but he did. I had to go into the construction script of the custom vehicle and add a ‘Set Tick Group’ node to the end of chain with ‘Post Physics’ selected under New Tick Group.

This was the equivalent of setting the tick group of my blueprints to postphysics using the line of code
PrimaryActorTick.TickGroup = TG_PostPhysics;
in the BeginPlay function . However being that my vehicles are blueprints they would need to be C++ actors. According to Sengchor there would be no difference between using a node in Blueprint or setting it from C++, unless the Unreal Engine source code has some bug related to this. The easier way is to just add the ‘Set Tick Group’ node.

I owe a lot of credit to Sengchor, if it weren’t for him this animated film wouldn’t be possible.

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