Windows build not acting the same as editor?
I've noticed this a few times, I get some gameplay working in the unreal editor, save all and package as a windows exe, and some things just don't work like they are working in the editor. For instance I have a Jetpack function blueprint that draws the hud for it and makes the player go up. The hud works, it drains and goes down and recharges, but the actual force of the jetpack doesn't make the player move up in the windows build, but it clearly works well in the unreal editor. What is the deal with this?
I'm thinking its either something didn't save even when I did save all
I'm getting more frames per second in the editor which the jetpack is based off frames maybe, the exe might not be getting enough frames?
IDK this is a weird problem.
EDIT: Well in unity whenever you wanted consistent physics you multiplied it by Time.Deltatime and it made it all consistent. What is the equivalent action in Unreal 4 to multiply the physics by time or something consistent? I think this will solve my issue.
In order for me to stabilize physics going crazy when the frame rate varied like 30fps vs 60fps I enabled dubstep, I mean substepping ;)
For me, my game benefits from this. Hopefully this is the case and it fixes the problem.
answered Jun 10 '14 at 02:10 AM
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