We can run project side plugins on BP only project nowadays? I thought we still had limitation for having to use at least a dummy c++ file so it gets treated as a code project. If you have to run it as c++ project, you could use a pawn or regular c++ component for it and it would work the same. I’m mainly using regular project side pawns and components myself for vehicles because I never really saw the need for making it a plugin and it also seemed more straight forward to debug regular code projects.
I’ll check it and report back.
Since this is really hacky approach and definitely not how the engine is designed to be used, I wouldn’t submit a bug report about this (unless your issue can be reproduced without this substepping hack).
I use Tick override on my own components which are inherited from USceneComponent (in c++) and haven’t had any issues with that. Only things I can think of right now is to make sure that your component itself is properly activated and it can tick (have PrimaryComponentTick.bCanEverTick = true; on constructor). You also need to use TickComponent instead of regular Tick. I’ll check these when I start looking at that project.
edit-> forget about the last paragraph, was thinking about c++ instead of BP