Skeletal Mesh Component Lags behind on low fps

Hello everyone,

I have a project where I have a flying vehicle that uses chaos physics to fly around. My problem comes when I try to attach a Skeletal Mesh Component to it. The Physics asset of the mesh has 2 bodies that simulate physics and one kinematic that is the root, along with two constraints to move the actor.

When flying at high speeds with the vehicle, the attached actor gets left behind. I have noticed that the lower the frame rate, the more it lags behind (the vehicle does use substepping). I have tried changing the ticking groups and making the actor tick after the vehicle and after physics but nothing seems to work.

I would really appreciate it if anybody has an idea or has encountered something similar before!

Thank you!

There is actor ticking and component ticking and I don’t know how they interact. There are prerequisite actors and components that you can set for everything. That might help.

I have tried making the skeletal mesh component tick after the actor it was attached to, but unfortunately it did not work :frowning:

Try enabling physics sub-stepping & experimenting with its settings.

Would sub-stepping fix it or just make it less noticeable?