Chaos does not recognize collisions with CCD on if the objects have high angular velocity

The current collision algorithm sweeps the position of the objects with their final rotation instead of interpolating the rotation and position together, while it may work well for simple PC games it fails bad in physics based VR games - and everyone who develops VR games in Unreal knows this limitation since the introduction of chaos. I opened a bug report a long time ago and it was not accepted, do you have any plans to add support for more algorithms which are more speculative / support rotation? or does UE choose to completely neglect VR?

Recreate this issue:
create a “pinball machine”, a long pole with CCD that rotates on a fixed point with high velocity. Most of the times the objects will not collide.
It is possible to fix it with a huge amount of substeps or with a very fast async tick but the hardware of the VR will not be able to run the simulation and it will not be very reliable.

Any solutions for this problem?

I’m developing VR Pinball and I have tackled the problem with fast async tick just like you described, but optimizing the game thread and world tick time seems to be impossible task if you can’t decrease crazy fast async ticks per sec.