Hi all,
Thanks for all the information about this. I submitted a bigger change to the way we handle physx to ue4 sync which I think will be a lot simpler / more robust. We now sync immediately after fetchResults which should completely eliminate this type of bug. Please give this CL a try as we’d like to make sure it’s all fixed before it goes out in 4.19
CL-3783974
One implication with this is that sync components now happens TG_DuringPhysics instead of at the very end of that tick group. This should be OK because tasks executing in TG_DuringPhysics should not care about the indeterminate state of the simulation. Prior to this change we still had an inconsistent state where any scene queries would see the result of the sim (because we called fetchResult), but UE4 components would still be seen as the pre-sim state. So I think this is actually more consistent.
Please let me know if you run into problems