Hi Tim, thanks for reply.
Yes i tried to set value higher than 0 but it doesnt work. But generally - i am using tick event for moving (it increases world position of actor). This function takes Get World Delta Seconds in consideration (so it should work with “speeding/slowing” time), however its true, that it doesnt work as expected, because it increases movement steps of objects, and then the steps are not accurate, or may be the steps are good even bigger, but the actors are then more vulnerable to tick inaccurancy. (that means if one object moves, now should move another actor, but the CPU is busy etc)
So basicly for speeding up, i would need rather something like call tick 2x. If u understand me. That means, the movement increment would remain small and accurate, but it would be faster.
But, moving like this in tick function has another disadvantage, that it is bit choppy. (Btw on iPad the movement looks much smoother than on PC which has like 2 GB GPU, which is probably better than iPad’s GPU, so it is bit strange, haha).
I will have to inspect later also another movement techniques again, like velocities, however, with current movement i have 100% control of it, that means, i control every moment of movement, not like in case of velocity, where i apply it, but i dont know how much far it will go, i cant stop it and reverse it on exact place etc…
I am answering bit off the way, but its also to the topic :).
OneMoreQ. Do you think, if i have like 50 actors and every has own tick event function for movement, that it is something another than to have like one object in the scene, which has tick event, which iterates through these 50 actors and move them? I am asking due accurancy, since sometimes it seems to me, that some tick of some actor is leaved, or not exactly in moment it should be, and then group movement of all actors is not exactly same. I know there is something like tick importance or like that, somewhere, but didnt inspect it yet.
Cheers,
L.