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Problems with Physics being tied to Frame Rate in editor

(4.12.5)

Hello, I'm a student currently working on my final project and I've been encountering issues in the editor in regards to the physics simulation. I've been building a wipeout clone in the blueprint editor. Here is a small video illustrating my problem.

https://youtu.be/NqgvAJStOgw

The craft is displaying different behaviors in different sized windows. Much deliberation with my tutor on this subject, and various testing with limiting the frame rate showed that it will display different behaviors in different frame rates. So, to remedy this I looked into substepping. As you can see in the video, there is still a difference between the different windows. Full screen being the closest I get to the behavior in the built version of the project.It also shows a difference in separate window editor too.

This shouldn't be affecting the ship, as to my understanding, with sub-stepping enabled the physics calculation are applied separately to delta time and the frame rate of the engine. Even if there is something wrong with my code (blueprint) it should be displaying a consistent issues across all of the editor windows.

alt text

alt text

Here is the blueprint and the values for the hover-component, which is the component which handles the hovering of our ship. This is then applied to a mesh, (which has another, visible mesh visible to handle thing like banking without screwing with the physics.) So, while this may be crude, or buggy or whatever. The issue is I'm having trouble distinguishing what is a code bug and what is an engine issue.

I acknowledge that this may be somewhat hardware related so these are the PC specs I've been developing on: OS: Windows 10 CPU: Intel Core i3-4170 @ 3.70GHz (4 CPUs), ~3.7GHz RAM: 8gb GPU: GForce GTX 750 ti

The point, and question, of this somewhat rambling question. Why am I encountering this variable issue? Why does Unreals calculations seem to be tied to the frame rate and what can I do to solve this issue?

(My current project version, in case you wish to go in and see for yourself what makes it tick: https://www.dropbox.com/s/sf3nchb2dyv5cac/CurrentBuild.zip?dl=0)

Product Version: UE 4.12
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asked Apr 04 '17 at 01:17 PM in Using UE4

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Finriv
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