Thanks! It’s certainly worth investigating.
I think I’ve read that PhysX had a way to advance the simulation for an entire physics scene, but as I’ve never actually developed within UE with PhysX I’m not sure how accurate that statement is.
If ticking a separate physics/world would somehow be possible I think that would suffice as well (seeing as I could proof-of-concept this specific behaviour with the Unity Physics.Simulate, which advances the entire world).