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?

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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.