Why don't first/third person templates multiply inputaxis scale values by delta seconds?

Isn’t multiplying by delta seconds to ensure consistent speed of movement and rotation extremely important? That way your movement and rotation results are consistent whether you’re on a I3 processor or an I7 processor?

In Unity, I had to multiply everything by delta seconds.

i guess consistency of input doesn’t matter when receiving side have no parameters depending on them.

I don’t get it, when are you supposed to multiply by delta seconds? When you’re doing movement in the event tick?

I assume addmovementinput is already automatically multiplied by delta time.

It is, or so it seems.