I am using a looping timeline to operate my character’s movement like a jetpack. The problem is, the “fuel” of the jetpack runs out at different times, depending on what window I am in (eg. main viewport, new window, standalone game). How do I get the timeline to be more consistent?
Timeline update very much depends on your framerate. If you want to have a similar setup, you should use a looping timer that will operate on time intervals, not on tick. Timelines are great if you use curves in them to drive certain values, because those values will depend exclusively on the timeline current position, regardless the frame rate.
Edit: BTW, you should use a Retriggerable Delay instead of a regular Delay there.
The whole point of timelines is they are consistent across frame rates. But you’re basically using a timeline like a tick event.
Timelines are great for going from A → B, but if you want to do something ephemeral like this, which doesn’t have any real parameters, then it’s better just to use tick. Then you will also need to use world delta seconds as a multplier to correct for machine performance.