Hi Ori, I have a question: Do you think it is possible, to substepping physic with a constant delta time, and at the end interpolate the left over time? (just used in this frame, discard it and recalculate in next update).
How do you enable substepping and tie it to an update now? This no longer works, the BodyInstance->GetPxRigidBody(); is always nullptr and the bound function CustomPhysics() is never called. Yeah, substepping is enabled in project settings -> physics.
Can I enable and disable sub-stepping dynamicly? I have throwing logic where enemy can throw FPP Character on ragdoll and everything looks fine if there is no frame drop. I want to use sub-stepping only when this situation occure, not on default because i want to save CPU usage on other stuff.