Can physics substep ticks bedone from a Blueprint?

Hello,

I’m trying to tame some wild physics and have introduced the engines substepping which has definitely helped.

But I was wondering if I could do more by hooking into the special ‘Substep Ticks’ from my blueprints?
I know this is possible using c++ but I can’t convert my characters to c++.

Has anyone done this?

Cheers

It is best to do any substep work in c++, since it fires many times per frame on a separate thread.

You can, however,adjust the tick group of your character to fire before or after physics.

Thanks for the advice. Do you know if I could write a blueprint node that did the substep work only, without (re)writing other parts of my character in c++?
This is for the ragdoll part of my character.
Edit: Or maybe a component?