Delta Time always returns 0.01667

When I recently migrated a 4.8 project to 4.9, all delta time functionality has been removed; every blueprint now returns 0.01667 regardless of framerate when printed and everything is now slowed down at low framerates. I created a fresh blueprint, dragged event tick’s delta time into a print and it always prints 0.01667, so the problem isn’t exclusive to the existing blueprints. Disabling and re-enabling substepping did not change anything.

Hehehe, I recognize that number!!! That’s something I used to see a ton way back in my XNA programming days!

That magic number happens to be 1 / 60. What that means is that you’re getting a constant 60 frames per second.

(Out of curiosity, I wonder if your screen refresh rate is at 60Hz?)

If you want to change that, you’ll want to look for an editor setting to turn vsynch off. Once you find it and disable it, your game should run frames as fast as it can process them.

The problem is that my framerate is not 60 per second, it’s around 15-30. That’s the thing; all blueprints are reporting a constant 60 frames per second when it’s actually much lower, which causes all the delta-time-based blueprints to become incredibly sluggish. I edited the report to reflect this.

Hi Master Noob,

Does this occur in a clean, blank project with no additional content or is it limited to one project? How many actors are running tick functions simultaneously within your project?

So far it only happens on this one particular project. On a fresh map with only the player controller and its pawn active, the problem persists(40 fps while delta time reports 0.01667)

Hi Master Noob,

I have not been able to reproduce this on my end. Do you have any steps I can take to recreate the error?

I do not know how to reproduce this, other than updating a 4.8 project to 4.9.

Can you share a project that this is occurring in with me? I’ll be happy to take a look and see what may be occurring.

Hi Master Noob,

We have not heard from you in several days. I am marking this as answered for tracking purposes. If you are still experiencing this error, please comment with the requested information.