Exposing UE5 TickPhysicsAsync Event

Hello, I want to say that this does not work with Blueprints. Except I am doing something wrong.


These are my physics settings.

The problem here is that the Blueprint is not ticked by the async thread rather than the normal tick (i haven’t tested a c++ vehicle tbh). You can see this when you print out the delta time and in addition in the async tick the NumTicks / GameTimeSecond.

grafik

grafik

You will see that you get half the speed of your actor as you process half the force within a normal frame. This is crucial as with smooth framerate enabled your whole friction algorithm falls apart. When you game has a variable framerate it is also not working.

Btw.: Substepping is indeed working, try it out. Simply enable it in addition to my settings. But here other problems arise: When you set the MaxSubsteps to 1 you have the slow motion back, when you set it to 2 your springforces are…doubled?

*Uh forgot to mention: Its UE5.0.3