Timelines in my project are framerate dependent

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? :slightly_smiling_face:

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…

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It’s how you’ve coded it. You’re adding relative location. With a timeline you need to use set relative location / rotation :slight_smile:

120fps

120fps

10fps

10fps

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Thanks for the response! I switched to Set Relative Location, but now the gate closes instantly, without animation.

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? :slight_smile:

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.

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I got it! It works beautifully now, thank you so much! The timeline was 0-1, but one of the the numbers in Lerp was just wrong by orders of magnitude.

Still don’t quite get why the add relative location acts as it does but that’s a problem for another day.

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.

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Yes it does make sense when you put it like that, I completely misunderstood the difference between set and add.

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