WTF Is? Get World Delta Seconds in Unreal Engine 4 ( UE4 )

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  • เผยแพร่เมื่อ 20 ก.ย. 2024

ความคิดเห็น • 13

  • @johnvoidman6616
    @johnvoidman6616 3 ปีที่แล้ว +2

    I've seen a lot of you tutorials, each of them have helped me a lot!

  • @AlphaBrox
    @AlphaBrox ปีที่แล้ว +1

    DeltaTime in widget's tick is not modified by time dilation, but DeltaTime in actor's tick is ;)

  • @Twotex187
    @Twotex187 3 ปีที่แล้ว +1

    Very informative. Thanks.

  • @kingvandit8234
    @kingvandit8234 8 ปีที่แล้ว +2

    what, delta time is not same world delta seconds?! amazing.

  • @taketheredpill1452
    @taketheredpill1452 3 ปีที่แล้ว

    Thanks Mathew

  • @rifat.ahammed
    @rifat.ahammed ปีที่แล้ว

    Thank you soo much

  • @kamilnalevanko2106
    @kamilnalevanko2106 10 หลายเดือนก่อน

    what if I run game for not fixed fps for example 100-150 so every delta worlds seconds will be different means my result will be always different means I will have very fluctuating result

  • @MadMellon777
    @MadMellon777 8 ปีที่แล้ว

    how could u create a system that counts down from 10 seconds and when it reaches 0 its stops effect A, but whenever I pickup Item B it replenishes the effect by 3 seconds

    • @MathewWadsteinTutorials
      @MathewWadsteinTutorials  8 ปีที่แล้ว +2

      The easiest way would probably be to Create a Blueprint that handles this. On the Tick, it could check a variable that you are using to store your Countdown time and then subtract the Tick Delta from it. O:n the Tick, you can check to see if your Countdown is less than or equal to 0 and if so it can do anything you want like stop your effect A. Inside this Blueprint, you can have a custom event that anyone could talk to and that would add seconds to your Countdown variable. If you picked up something then when you picked it up it could talk to this blueprint and tell it to add a certain amount of seconds to the Countdown variable you are using.

    • @MadMellon777
      @MadMellon777 8 ปีที่แล้ว

      Mathew Wadstein I dont like useing tick, there has to be a better way. When I use tick it can often slow the game down

    • @MathewWadsteinTutorials
      @MathewWadsteinTutorials  8 ปีที่แล้ว +2

      You can use a timer and have it check evenly every second and that should be *roughly* accurate for when it subtracts. You can also adjust the frequency that the Tick occurs in a blueprint and run it every 10 frames instead of every 1 if you think that might help performance.

    • @MadMellon777
      @MadMellon777 8 ปีที่แล้ว

      Oh really thanks how do u change the tick speed

    • @MathewWadsteinTutorials
      @MathewWadsteinTutorials  8 ปีที่แล้ว +2

      If you have an Actor Blueprint open and click on Class Defaults at the top you can get access to the Actor Tick section. The Tick Interval section shows how often it will tick in seconds or 0.0 being every frame.