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Ennemis slowed down with fps

Hello !

I don't understand : when my pc is plugged in my enemies are slower than when it isn't ! However, my tick function seems to be framerate independent.

Here's my function :

 void AEnnemi::Tick(float DeltaTime)
 {
     Super::Tick(DeltaTime);
 
     APersoPrincipal* persoPrincipal = Cast<APersoPrincipal>(UGameplayStatics::GetPlayerPawn(GetWorld(), 0));
     if (!persoPrincipal)
         return;
 
     FVector vecteurVersJoueur = persoPrincipal->GetActorLocation() - GetActorLocation();
 
     float distance = vecteurVersJoueur.Size();
     FVector vecteurVersJoueurUnitaire = vecteurVersJoueur / distance;
 
     if (distance < portee)
     {
         if (!tempsDepuisDernierCoup)
         {
             Attaquer(persoPrincipal);
         }
 
         tempsDepuisDernierCoup += DeltaTime;
 
         if (tempsDepuisDernierCoup > VitesseAttaque)
             tempsDepuisDernierCoup = 0;
 
 
     }
 
     else
     {
         if (distance < distanceVision && FMath::RadiansToDegrees(acosf(FVector::DotProduct(vecteurVersJoueurUnitaire, GetActorForwardVector()))) < angleVision)
         {
             AddMovementInput(vecteurVersJoueurUnitaire, vitesse*DeltaTime);
 
             FRotator rotationVersJoueur = vecteurVersJoueur.Rotation();
             rotationVersJoueur.Pitch = 0;
 
             RootComponent->SetWorldRotation(rotationVersJoueur);
         }
     }
 }

I don't see a step where it would be frame rate dependent, maybe in the super function ? Do I need to use Timer ?

Thanks for your help !

Product Version: UE 4.11
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asked May 20 '16 at 12:29 PM in C++ Programming

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