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1 frame delay (0.0 duration) unreliable

Hello,

I need a bit of clarification if that's not a bug, because I was under the assumption that a 0 duration delay acted as a single frame skip. And while I've been using it for a long while now, I just recently encountered a situation where it didn't work as intended...

I initially thought it was an issue with my script so I did a quick test just to be sure, and I'm a bit confused by the results.

In a clean 4.20 project I did this small script :

alt text

The result should not be 0.0, it should have given how long the frame was, in second.

alt text

I tried something else, having a delay between the key pressed and the measurement.

alt text

And now i'm getting the result I'm expecting, a very tiny number, which is the frame duration (I have 60fps = 1/60 = 0.016667)

alt text

Now, that could because of the way the key input works under the hood, maybe it's latent (which would be horrifying), but I discovered it in a more complex situation with multiple script chained by delays, and I really need this 1frame delay to be consistent anytime it's used.

Really need help here :) Thanks.

Product Version: UE 4.20
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asked Aug 26 '18 at 01:04 AM in Bug Reports

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Genova
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avatar image Jeff A ♦♦ STAFF Aug 29 '18 at 05:38 PM

Hello,

We've recently made a switch to a new bug reporting method using a more structured form. Please visit the link below for more details and report the issue using the new Bug Submission Form. Feel free to continue to use this thread for community discussion around the issue.

https://epicsupport.force.com/unrealengine/s/

Thanks

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