unreal
Unreal adapter
Inspect the Unreal Engine version, project tick configuration, physics settings and existing gameplay framework before choosing an update owner.
Timing
AActor::Tick / Actor Tick is called per frame when enabled; it is not inherently a fixed simulation step. Tick groups order frame work. Physics may use substepping or async/fixed-step settings configured by the project, and a frame can involve multiple physics substeps/callbacks.
Do not call ordinary Actor Tick “the fixed tick.” If deterministic gameplay needs a fixed logical clock, bind to the project's existing fixed simulation/substep mechanism or add an explicit accumulator with a published rate and ownership boundary.
Per-actor hitstop uses actor/action/animation-local state (for example montage play-rate or authored clock). Global slomo/time dilation is not a substitute for per-actor hitstop, though a separate global-pause design may intentionally use global time controls.
Bindings
- input: Enhanced Input or project input layer into semantic actions;
- pose: montage/animation state controlled by actor-local logical state;
- hits: authored collision/query volumes with stable logical IDs;
- knockback: CharacterMovement/physics/custom movement according to project ownership;
- camera: SpringArm/sweep or project camera implementing
camera-anti-clip.