Is that distance value or what?
From how I had things set up in the past on a cannon ball like system:
PMC defaults back to physics after the inital launch.
With substep on, and realistic ballistic speeds (for a cannon so not even that fast) - the sweep missed hits on smaller objects (players) all the time.
Just because the object (using physx at the time btw, so not even with the mess which is Chaos) was traveling at speeds which made it impossible for the collision to catch the small item between steps.
Ofc if you up the sub step enough you eventually do get results - but this costs you a lot in performance, to the point it is not viable for your ran of the mill system sporting (still) a 1060, and the computing CPU equivalent of a microwave oven…
Maybe UMovementComponent would produce different/better results.
I mean, its as easy as extending the collision area of the projectile in the direction of travel by the 1/2 speed of travel in a tick to get plausible hit results anyway (which is what ended up happening to utilize physics anyway).
Its not impossible to force any system to provide results.
The real question has to be (like I mentioned) application.
Having a server simulate and provide results will have people cussing due to “lag” -Its not lag at all, but wtf does the avarage player know anyaway?
While in single player you probably wouldn’t even notice or have issues…
Btw, I for one would be curious to see a practical demo of this using Chaos/latest actually working engine.
Havent really kept up with tearing the engine apart to make it work since I moved the last project to CryEngine for better rendering…