havoks engine is ace dont get me wrong. but it feels a bit like going from windows 8 back to using dos lol. just my experience of it.
so in very untechnical terms logic would point to the physics being worked out after the engine has moved an object, rather than before.
ue4 says this object moved this far
physx then says that object is inside another, ahhhhh spak attack
where as it should be doing,
physx says this object moves this far, but there is another object in the way so stop it there and get ready to handle that
ue4 says ok move this object up to the collision point
on the other hand it could just be a wayward variable that needs clamping or something