Async Physics

I am making a jet simulation game and the physics overshoot because of the framerate. I need to set a fixed update of 120fps however async does not work in blueprint. I use this plugin to expose c++ async functions to blueprint (GitHub - Mr-Craig/AsyncTickPhysics: Access UE5s Async Physics event using C++ or Blueprints) however the game now freezes and crashes all of the time. Does anyone know a fix or a work around for getting consistent physics for every frame rate without the physics overshooting?

It is because of two main things i will provide a link from where i understood it too

  1. using print string or any debug on the async physics thread
  2. not using safe divide where needed

This link is for installing async tick physics

This link is for setting up async tick physics