[QUESTION]
Why does Epic not expose proper “Physics Tick” on either UE5 or UE4 when using substepping or async timestepping? I talk about being able to run my own physics code at every physics step, instead of only every Tick. And actually being able to use normal transform related getters on those physics steps (they now give you outdated cached values from previous Tick).
Background: I know there are ways to do this in c++ but it’s always been undocumented and more complicated than it really should be, and with chaos the boilerplate for this is even bigger if you go with same route as chaos vehicles did.
This alone has always made me think Epic treats actual game physics as second class citizen. In other engines I’ve used running your own physics code at physics steps has always been exposed out of the box. Please consider fixing this. You can make it better on UE5.