So I’ve followed the comments to compile this for Unreal 5, but it seems to be broken, which makes sense given the switch to Chaos physics.
Everything runs in slow motion when I turn on substepping in the project settings, and is very bouncy/erratic. Basically getting very different things happening compared to the UE4 project I ported from.
So, after doing some digging, it appears that substepping is not currently implemented for UE5 and Chaos. This is a bit of a spanner in the works.
If you do manage to call substepping in the Chaos physics engine, it leads to a dead function that does nothing. It’s not implemented at this point.
I believe Epic have shifted anything related to a ‘fixed timestep’ over to their asynchronous physics thread, which is a whole other can of worms.
So at this point, you’d have to compile UE5 with PhysX from the the github source repo if you wanted UE5 features plus MMT functionality. I imagine it should all work if you do that though. It’s a bit of a workaround, but a workaround nonetheless.
Hello @AP_Studios, I’m developing a multiplayer first-person shooter. I have a request from you, do you have an e-mail address where I can reach you? If you want, we can continue to talk about it here.