Yes I need to have complete control. I want to use Unreal to render the physics data for either quick’n’dirty simulations or high detail presentations and be able to use the same program to accomplish both to save time/money. For this to work I would need either complete control of the built-in physics engine (including how it handles memory and threads) or my own custom physics engine that had its own memory allocation that Unreal wouldn’t be able to mess with.
For me that means I would need Unreal 4 to grant me access to my own separate stack and heap from the initial program allocation. Otherwise I would be forced to create a second executable with the risk that Unreal and the physics engine would be getting in each other’s way. It can still work though.
Thanks!