Difference in FPS - Actor Transition Speed

I’ve made a basic Wack A Mole game to learn UE4.

When running the game in the editor view port everything runs great. I’ve run a production build for the first time and my moles are now appearing out of their holes at half the speed I expect. On running the FPS stat, I see that in my editor FPS is 120 while in the deployed EXE it’s 60.

Is the transition of these mole actors linked to FPS?

I guess I have approached this incorrectly, how can I maintain the speed the actors move regardless of the FPS?
Pictured below, I’m using timeline to govern the local actor offset to move my moles up and down.

You need to scale the movement by a Delta Time value (try “GetWorldDeltaSeconds”), in which case the offset would be more like a velocity: AddActorLocalOffset by Speed * GetWorldDeltaSeconds.

Or you could interpolate between a start and end position based on time elapsed / total time, with FInterpTo or VInterpTo.

Basically the issue here is that you are running something over some time (say 1 second) with your timeline, and every update it moves the actor by 0.5 in Z. When the framerate is 120x / second, that will move 120 x 0.5. On a slower run at 60x / second, that will move 60 x 0.5.

Great, thanks Zak. I think I’ve got it.

Something like this?

Looks pretty good to me!

Oh I forgot another node that you might find useful: “MoveComponentTo”. It handles movement over time for you, and even does a nice ease in and ease out so movement isn’t quite as linear.