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Are Delay and Timer independent from frame rate?

Are Timers and Delay's in Blueprints fps independent? So that the BP's connected get executed exactly after the set time/delay or are they only executed in the tick?

Product Version: UE 4.7
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asked May 26 '15 at 05:45 PM in Blueprint Scripting

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AmFreak
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2 answers: sort voted first

They are not frame dependent as Tick is. They are based on real time.

https://docs.unrealengine.com/latest/INT/Gameplay/HowTo/UseTimers/index.html

https://docs.unrealengine.com/latest/INT/BlueprintAPI/Utilities/FlowControl/Delay/index.html

You will notice these are documented to not occur on "tick" or "frame", but always "seconds". That refers to seconds as they occur in reality.

If you want something that is based on how many frames have passed, you would use tick.

Get World Delta Seconds gets time based on the game world's time, not real life. So time dialation in the level will affect the results.

https://docs.unrealengine.com/latest/INT/BlueprintAPI/Utilities/Time/GetWorldDeltaSeconds/index.html

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answered May 26 '15 at 08:01 PM

avatar image AmFreak May 26 '15 at 08:17 PM

Thank you!

avatar image Alexander Paschall ♦♦ EPIC May 28 '15 at 08:48 PM

Just wanted to come back and clarify one point though: Delays work off the dilated seconds. As part of World Tick the latent manager gets ticked.

So they are based on real seconds, but is alterable by game time changes like the World Delta Seconds

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I am about 90% certain they are both running off of tick which is frame rate dependent. If you want to alter that, get delta time, 60*dt will give you your 1 second intervals.

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answered May 26 '15 at 07:22 PM

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RAVaught
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avatar image AmFreak May 26 '15 at 07:48 PM

I don't understand the second part of your post. How would delta time * 60 give me constant 1 second intervals (aside from a constant 60fps)?

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