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
or
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.
So the editor is 30 fps and the build is 60? That doesn’t make sense though, If that’s true the jet pack should go 2x faster than it does in the editor, but in the build it is not getting enough frames I guess to get off the ground. Is there any setting to tune the build to be a certain FPS?
I wish I knew more about this subject to help you out. I do know you can use the console command t.maxFPS 30, 60 or 120 to cap the framerate in the editor. I believe the editor is set to 120fps by default. If I learn more about this I will get back to you.
Ok yeah that is defiantly the problem, different FPS’s from editor to build. Does anyone know what the FPS is on build? Is it 30 fps, 60, or 120? If its not limited, is there any way i can make a blueprint that limits the exe’s FPS to what I want?