Good solution? Problems with VInterp and Frame Rate
In my game the player moves objects and the player camera movements are determined largely by VInterps that were being controlled like this, what most tutorials show. However this causes the speed of the object's movement to vary wildly if frame rate changes. I tried to solve this problem like this, and it seems to be more consistent across different frame rates, but I'm unsure of this solution because I don't know if this is an efficient solution or how to adjust the update speed of the timelines that I have to place in every blueprint that uses the Event Tick. Does anyone have any advice on how to keep movements looking consistent across frame rates?
asked Jul 23 '17 at 06:39 PM in Blueprint Scripting
Using the timeline with a track that goes from
Also, you don't have to store Delta Seconds, you should instead use
Explanation of tick delta time.
Delta time is the fraction of sections that have passed by since the last tick.
When you multiply distance by delta time on tick, you're making that calculation independent of frame rate.
Over the course of
So multiply delta by your speed Delta Time (
The following is the distance the object will travel in the first second:
distance traveled will be
The Delta Time changes every tick to account for how long it has been since the last tick, so you don't have to rely on a steady framerate.
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