Although UE5 has double precision, but for moving (high-speed moving or rotating) objects, such as custom vehicles, spacecraft. Objects inside will not have a stable physical simulation effect. Object jitter, piercing phenomenon is still difficult to avoid (even if the CCD is turned on, physics simulation merge). I think that as an advanced game engine, the functions of the engine should not be limited to (or more biased to) the functions required by traditional games (flat earth movement, games based on the XY axis), we need to go into the universe.