Yes — you can cap UE5 to 60 FPS (Unity’s Application.targetFrameRate equivalent), and you can also choose between a soft cap (normal) vs a fixed timestep (more “always 60”, but with tradeoffs).
This limits the maximum FPS to 60, but frame time can still vary if the machine can’t keep up.
Fastest way (runtime / like Unity):
- Console command:
t.MaxFPS 60 citeturn0search7turn0search12
Blueprint: Execute Console Command → t.MaxFPS 60 (put it in GameInstance Init / BeginPlay). citeturn0search0turn0search12
C++ (user-facing setting style):
- Use
UGameUserSettings frame rate limit (common approach), or just execute the same console command.
Also decide if you want VSync:
- If you want exactly 60 on a 60Hz display, enable VSync (at the cost of input latency).
This makes the engine advance with a constant delta time (more “deterministic-ish”), but if the GPU can’t hit 60, you’ll typically see stutter / slowdowns rather than adaptive delta times.
- Project Settings → Engine → General Settings → Framerate
- Use Fixed Frame Rate = ON
- Fixed Frame Rate = 60
At runtime in C++ you can do:
GEngine->FixedFrameRate = 60.0;
GEngine->bUseFixedFrameRate = true;
citeturn0search1
UE also has a dedicated fixed-rate timestep class (UFixedFrameRateCustomTimeStep) if you go deeper. citeturn0search19
For your ortho Niagara minimalist setup, I’d do:
- Cap:
t.MaxFPS 60 (simple, stable) citeturn0search7turn0search12
- Optional: enable VSync if you want steady 60 on 60Hz
- Avoid “Use Fixed Frame Rate” unless you specifically need fixed-delta behavior.
UE has Smooth Frame Rate (min/max range) that can also act like a limiter and confuse things if you’re also using t.MaxFPS. It’s in the same Framerate settings area. citeturn0search14
If you tell me whether you’re shipping on PC only and whether you want VSync on/off, I’ll give you the exact minimal set of settings/CVars so you don’t end up “double limiting” (Smooth Frame Rate + t.MaxFPS + driver caps).