When I chose my skeletalmesh’s collision presets to PhysicActor, PIE and standalone has the same physical behavior.
When I chose me skeletalmesh’s collision presets to CharacterMesh, PIE and standalone has a drastic difference. In PIE, physic seems more “stable”, but in standalone game physic stutters a lot.
Is there anyway to make CharacterMesh collision preset behave like in PIE whn playing standalone game?
The Unreal Engine does not use a fixed timestep size, so the time step used by the physics engine will vary based on what the frame rate is.
What’s extra annoying about not using a fixed time step is that, if there is a framerate stutter, objects that are balancing may “jerk” and stop balancing, because the act of gravity/acceleration takes a longer time step.
You can make this somewhat better by enabling “substepping” and setting a substep size that’s something on the order of 0.005 to 0.009 seconds. But it’s not going to be great, and the cost of physics simulation will go up.