Physics processing independent of frame rate

I’m currently working on a physics-based game.

The only problem with Unreal is
If you write physical processing in Tick, it will depend on the frame rate.

In UE4, using substeps can reduce this to some extent, but it’s not perfect.

UE5 newly implemented Async Tick Physics
No current tutorial
i don’t know how to get there

Other engines such as Unity and Godot have a dedicated function that is called when updating physics.
Currently does not exist in Unreal.

How should such functions for physics update be implemented?
Or does it already exist?

In any case, the default update function makes physics depend on the frame rate, so
A major problem in physics-based projects is
I think you get it.

How do you guys avoid it?

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