Add impulse is not fixed on different fps

Hi, I can’t get stable add impulse on different fps… I tried with delta time but it doesnt work. How can I have stable physics on different fps? I tried fixed frame rate on project settings, but still it doesnt work.

Adding physics that are frame rate independent is not in the engine as far as I know. There is a possible solution in the forums, but you need to know some C++.

Thank you Ninjin, I will try that one… My problem is about item spawning, when my charater spawn an item from inventory, I need to add some force, like throwing something out… But I cant get stable velocity when I throw… If I choose projectile movement, then I will lost physics settings. Do you have any solution about that?

Would be great if you have a video example, because I have multiple answers for different scenarios.

Yes of course here it is;

As far as I can tell it doesn’t really rotate in the beginning and is basically moving in a straight line, then it just drops and make a really simple rotation. I don’t see any up throw movement etc. If you want a consistence throw where the player will have a feeling for the distance, you have to fake it anyway. A simple timeline that changes the x and z value over time and a rotation change in the ending should do the trick or I’m missing something.

Thank you, very simple solution, maybe I always think complicated… But so after timeline ends, does object still have physics?

You can disable physics first and enable it after the timeline is completed if you want to run into it or if it has to fall down cliffs or something. Really depends what you want. <3

Yeah I tried and it works, thank you Ninjin. You save me from a big problem:)

Hey Ninjin, I have a problem, timeline is also framereate dependent. I dont know what to do and I am very surprised that everything in the game is frame rate dependent…

I think getworld delta seconds is the solution.

Can you show how you implemented the timeline? Because a timeline is NOT framerate dependent.

It is framerate dependent, its already discussed in forums also, you can try with yourself with console.

this is scrshot of my timeline after I fix with get world deltaseconds

What forum post? You are using Offset with a timeline. Use SetActorLocation without deltatime and you are not framerate dependent.

Ninjin, I am not trying to set my object position to a spesific place, I want it to move. So set actor location is wrong choice for that.

And this is the post I talked about

Mahlukat, we were talking about faking your physics, right? You want to use SetActorLocation in the Update function of your timeline and in your timeline you make a graph that stores the position and rotation in which second the object should be.

This post is something different. This guy is capping his frames and hopes the timeline is in sync with that. You on the other hand just want an object to fake physics. Your timeline saves the distance and rotation that the object travels. So if there is less frames, the interpolation is less smooth, but it will travel the same distance no matter your fps.