Animations slowing down on framedrop

I have basically two types of animations in my project: First, timeline animations in blueprints and second, skeletal mesh animations using a state machine.

I’m using the Oculus Rift, therefore my framerate is locked to 90 fps. On a certain type of hardware the framerate drops down to 45 fps, which I totally understand. What I do not understand is that both types of animations then are played with half the speed only, meaning a 2 second animation suddenly lasts for 4 seconds. I tried to research this, but all I found was people saying that one should use timelines, because they are framerate independent, though in my case it seems they are not?

I know one should pursue stable 90 fps, however, I would like to make sure that the whole game does not fall apart completely in case of framedrops, which unfortunately it currently does. Thanks in advance for any suggestions :slight_smile:

Anyone…?

I’ve been having the same exact problem. I even made a post about it recently. If I find any solutions, I’ll give you a heads-up.

Try setting your framerate project settings to something like this. You can set max to 90 but I set it to 60 for the sake of my own testing.