Async tick causes the physics engine to miss hit event reports

How to reproduce

  • Use unreal engine 5.1.1 or below
  • Turn async tick on
  • choose a high amount of frequency in order to improve chances of encountering this bug (I suggest going with 640hz)
  • Turn CCD on for both objects
  • Register to a hit event from the cpp, in my case ballActor->OnActorHit.AddDynamic(this, &UCountPassesMode::OnBallHit);
  • Hit the objects numerous times, make sure that they move towards each other and not just one of them is moving

You will find that once in ~100 hits, the two objects will collide, chaos will resolve the hit by applying the impulse, but the event will not raise.

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Bumping this, I am encountering the same issue in my game. Was this ever addressed?