The constraint issues between Physics and Kinematic bones, it lags behind at high speeds

I’m keep stumbling against same issue from different approach.

My Simulated Bones lagging behind kinematic bones.
Or when i do constraint between 2 components.

Here are examples.

Still

Driving

With notes

1 First driver
a. Pelvis - Kinematic
b. All other bones simulated>Attaching to blue cube under, that has “auto weld” off
All simulated bones are lagging behind

2 Second driver.
All bones - Simulated, attaching to SIMULATED platform. Only one way it works. but i don’t need it this way.

3 Two Red cubes.
a. Cube below - simulated and constrained to red platform
b. Cube above - Simulated and Constrained to Cube below. No issues, all part simulated.

4 Two Spheres
a. Yellow - no sim, subfolder of platform (simulated) and “AUTO WELD OFF”
b. Red - Simulated and constrained for yellow sphere. Lagging behind

5 Spawned driver actor with animation and physical control.
Attaching actor to platform component (Weld Simulated Bodies - ON). Lagging behind.

This topic is popping up around internet, but never been solved. Could someone explain what’s going on and how to solve this issue, PLEASE!!!

1 Like

Did you solve this?
What worked for me was disabling async physics tick.
Not ideal but the feature is marked as experimental so :man_shrugging:
Looking now for existing bug reports for this issue :bug:

I will try, thank you for suggestion. My fix was just using Phys constraints at each bone.