How Reliable is Unreal Engine’s Physics Implementation?

I’m working on some gameplay that’s going to rely heavily on physics interactions in Unreal Engine, and I’d like to get a realistic, unbiased view of its physics capabilities.

Here’s what I’m aiming for:

  • Single Player
  • Players need to be able to step on, stack, and move objects smoothly.
  • Objects should stay stable—no random sliding, wobbling, or shooting off into the void.
  • There will be objects with different masses and varying friction (like rock vs. wood and ice vs. rubber).

Imagine a level with 10 cubes, 10 spheres, and 10 pyramids, all interactive, running on lower-end hardware, like a Switch or an older PC.

Specifically, I’d love to know:

  • Performance: Can Unreal handle these physics without bogging down on lower-end hardware?
  • Accuracy: What’s the margin of error I should expect? Are there any common quirks or issues?