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We chatted a little on twitch Just want to share:
This is a branch which has an option for fixed timesteps - to give much more deterministic physics.
Though, I cant take credit - the work is by 0lento, my linked branch above just adds support for skeletal mesh interpolation (Which I don't think is relevant to your game)

Chozabu, thank you for the link! 

I think fixed timesteps are the solution for my problems. It's sad they are not an option in the standard version of the engine.

Yes, setting substepping to a fairly small value will help - but using 0lentos fixed timestepping should result in "perfection"

The branch should be easy to build (no extra steps beyond building regular ue4 source).

I'm hoping to tidy things up a bit, and see if I can get this stuff merged back into master - but would not bet on that happening any time soon, if atall.

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Thank you again! I'll look into it. 

I've never build UE from source though, so.... i think i'll be able to do it :). 

Yep! There are instructions here:

check the preq page linked at the top (downloading unreal engine from source) - only difference will be the repo to get.

Also recommend using VS2019