Please improve the behavior of physics

Currently I am creating physics based movement for my game.

Although it was able to take shape to some extent, some important functions are missing in order to increase the degree of completion.

The first is about PhysicsConstraint
like the picture

I checked the constraints like in the image

Then the physics calculation of the checked axis stops,
At the same time, the position and rotation on the transform also stop

Stop physics on any axis
When you want to directly rewrite the position and rotation with Transform
Very inconvenient.

Other engines such as Unity and Godot allow this.
I think it’s very basic functionality.

Next, the function for physical update (fixed frame period function)
It’s public.

I feel that this is also a very important basic function in games that rely on physics.

Framerate independent physics is very important.

If you need to implement your own physical calculations independent of frame rate - you can implement it in C++. To make these calculations independent of the frame rate, they must be performed in a separate thread, which is quite difficult to implement in blueprints due to restrictions on access to data in memory, which are necessary for correct parallel processing in different threads.

For the build in physics calculations you can enable in the project settings asynchronous physics calculation mode, which is independent of the frame rate:

The following functions have been implemented from UE5.1
This is meant to be called during physical updates
do you have?

To be honest, I don’t know why substeps and AsyncPhysics are mixed.

Also I have no low level knowledge of threads etc.
High implementation cost

So if the purpose is not to depend on the frame rate
Should I even consider using substeps?

Async Physics documentation has disappeared from the official
No tutorial information.

My ideal would be Unity’s FixedUpdate() or
Like Godot’s PhysicsProcess()
There is a function that is called when the physics calculation is updated.