In UE5, the new Tick Physics Async option sets the physics simulation to run on its own thread and at fixed intervals - something that’s necessary for my current project. However, this leads to a further complication for the user where that, now, they can’t know when the physics simulation happens because its not part of the game thread or its tick event.
At a high level, the Tick event in unreal works exactly like Unity’s Update method. And Unity’s FixedUpdate method works like how I’m hoping UE5’s asynchronous “Physics Tick” could work.
I’ve done a bit of digging in the source code and, firstly, I understand very little of it (I’m a noob) but, as far as I can tell, there’s no Physics Tick event exposed anywhere for the user to access. I would think that for the asynchronous physics loop to be a thing at all, there must be a Physics Tick of some kind and, hopefully, one that can be made accessible to users.
After spending two months with unreal it’s something I cringe horribly at the thought of but, if this can’t be done, I will have to transition back to Unity
So… if anyone has any knowledge or advice on how to expose the Physics Tick to the user, I’d love to hear it!