Don’t get too focused on that number. I measured the FPS on the project that was used to produce the video, it has very high buoyancy quality settings. It’s not what you would do for an actual game. If I set the buoyancy component to update only 3 of the 9 points of each box per frame (instead of 6), the performance is 65 FPS. I know, the buoyancy calculation is right now too slow to support a large number of floating objects, but it’s not that bad. Also please remember that my computer is not very powerful (I posted my specs above).
Eventually this needs to be implemented in C++, it doesn’t make sense to have something performance critical implemented in Blueprint.