You could extend the camera and PhysicsFieldComponent component with a custom class and override the tick, no need to touch the source of the engine.
in physics component it’s virtual and public so you have access to it
ENGINE_API virtual void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
same goes for the camera
ENGINE_API virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;