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Rolling Ball Game FPS Issues

I'm working on a small rolling ball game as a quick project, and I'm running into FPS-related issues. The screenshots below are of my pawn BP, and the movement is exactly the way I want it... at 120 FPS. The pawn's max straight-line speed is about 658 at 120 FPS. If I uncap the FPS, the max straight-line speed goes to somewhere around 3530, and with FPS capped at 30, it's 50. I'm looking for a way for the pawn to move at consistently the same speed, regardless of FPS.

Any and all suggestions are appreciated.

Product Version: UE 4.15
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asked May 13 '17 at 12:16 AM in Blueprint Scripting

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You can use is 'GetWorldDeltaSeconds'.Multiply it with your end speed that is responsible for movement. It'll make your movement consistent over all frame-rates. (this will slow down your speed, so to overcome, you can multiply with some offset like '30' may be.. ) basically, what it does is 1/FPS here is the detailed explanation: https://www.youtube.com/watch?v=8DxnRPwZMOs

let me know if it works.


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answered May 13 '17 at 03:49 AM

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avatar image gooberCP May 13 '17 at 04:10 AM

Hi, thanks for the reply!

I tried your suggestion and sadly the issue is still happening - except in the reverse. When I cap at 30 FPS, I get very high speeds, when I uncap, I get slightly lower speeds. See the below screenshots for the edits I made.

Note that I'm using Add Angular Impulse and Set Angular Damping - not Add Force or the other ways to move the pawn. I'm doing this because I want the movement of the pawn to be dependent on physics, taking friction into account - rather than just adding a force to the ball, the ball moves because of friction with surfaces it's touching. alt text

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