Slow Falling with Physics in Sequencer

Hi all,

I’m encountering an issue in Unreal Engine where I’ve got just a sphere with physics enabled falls at a normal speed when playing the game (Simulation mode), but when I play the same sequence in the Sequencer, it falls extremely slow. Once the sequence ends, the ball falls really fast.

I’ve tried adjusting project settings like physics sub-stepping, but the issue persists. Even tinkering with time dilation in the World settings didn’t solve it. I am using Unreal Engine 5.2.1 (but the same thing happened to me in other versions too). Has anyone experienced this behavior and knows how to fix it?

To fix the slow physics in Sequencer:

  1. Enable Physics Simulation: Ensure “Simulate Physics” is enabled for the sphere in the Sequencer.
  2. Check Time Dilation: Verify that time dilation in the Sequencer track is set correctly.
  3. Adjust Fixed Timestep: Go to Project Settings > Physics and set a consistent fixed timestep.
  4. Review Sequencer Playback Speed: Ensure the Sequencer’s playback speed isn’t affecting physics.
  1. Simulate Physics is enabled in the Sequencer
  2. When I was checking about Time Dilation I was checking the World settings by the Details panel. I didn’t know there was a Time Dilation track that you could add to the sequencer. Still, adding that in didn’t get the effect that I was wanting with the tutorial I followed which I will post below.
  3. That I’m not able to see.
  4. I have switched from 24fps to 30, 60, etc. No difference.

I went off of this YouTube tutorial:

and there’s another one where the instructor did the exact same thing as what the other one did at 5:50:

And below is my result. I have even done this exact setup on another PC that has a clean install of Unreal 5.0.3, same effect.

Had this same issue! Removing the transform track from the simulated object resolved the issue for me :slight_smile: