I’m quite a noob with UE, so there might be something obvious I’m missing, but timelines in my project are framerate dependent. I have a simple BP with two box components that move after Event BeginPlay. The distance and speed varies, depending on framerate.
Here’s what the BP looks like:
Also made a short video to demonstrate the issue:
So what am I missing?
EDIT: Also noticed that the animation is longer if framerate is higher. The animation should be 3 seconds, but with 120 fps it’s 6 seconds…
The TL should go from 0-1, and then use a lerp like I did. I think you’re probably just adding a crazy amount. What do you have in the TL?
You’ve gotta remember, the update pin of a TL fires every frame, so I think you’re adding the distance between here and the end of the universe in total.
Think about it for a moment. If you use ‘add relative’, you’re adding to the location every frame. But you’re always adding the same amount. So your movement is going to depend on how many frames you have.