I am having an issue where I have an actor rotate base on delta time from tick. I notice that tick doesn’t increase, it stays at a certain point and my actor will not rotate correctly. My actor seems to be sticking at 90 degrees rotation, can someone explain to me why C++ deltatime is not advancing?
DeltaTime represents the amount of time that has passed since the last time Tick was called. It does not represent the total amount of time the program has been running. If your game is running at 60 frames per second, for example, DeltaTime will always be 0.01667 seconds.
There is an Actor component that will rotate your Actor over time. Alternatively, you can just add some amount of rotation to your Actor every tick, multiplied by the delta time and some other number that represents speed.
Thanks for cleaning up my code! but unfortunately It is still stopping 1/4 of the way there. Rotates 90 degress and stays there. Maybe there is a better way of rotating the actor without my way?
That is fine. I do have a backup of how to do some rotation, but I was really pushing forward with manual rotation. the other way I had in mind is using a timeline and return a float off of that.