Hello everyone,
I am developing MEGACUBE 2.0 in Unreal Engine 5.8.2 (CL56702186), on Win64. I would appreciate guidance on input scheduling and safe replanning for a custom C++ gameplay-test autopilot.
Our AActor runner uses a project-defined simulation, not CharacterMovement. The simulation subdivides an outer frame into steps of at most 1/90 second and holds the selected input throughout that frame. Gameplay allows a jump for 100 ms after support is lost. The test controller selects movement and Space once per outer frame before the actor update, and evaluates maneuvers on an independent copy of the same simulation.
At a constant 60 Hz the native route check completes its first two route legs. With recorded variable frame durations it originally failed at target 341: a 144.907 ms frame let the controller walk off support and exhaust the grace window before Space arrived. The forecast had used the known initial delta and assumed 1/60 second for later frames. We added a bounded pre-step revalidation of that committed walk-off maneuver, preserving native physics and the test criteria.
The single control after this correction passed that point but still failed later at target 535. During a 118.394 ms outer frame the runner landed on route leg 1 while its requested target remained on leg 0; the planner then reported no verified continuation to that previous-leg target. The hero was still running, not dead. Five related native checks succeeded, but complete route acceptance remains failed. We have not established the exact earlier command-selection cause of this remaining contact.
We are investigating our test controller, not reporting a demonstrated Unreal Engine bug. Simply jumping earlier everywhere is not validated: another route case requires a short, late jump to avoid landing on the next route leg. We need to preserve gameplay physics, route geometry and ordinary per-frame input delivery.
Is there an official UE 5.8 example or recommended pattern for safely revalidating predictive input commands throughout a maneuver when a custom simulation uses internal fixed substeps but actual outer frames vary? In particular, can you recommend an engine-supported scheduling or test approach that does not rely on knowing future frame durations or altering gameplay jump rules?
We have checked Actor Ticking, AActor::Tick, FWorldDelegates::OnWorldPreActorTick and Physics Sub-Stepping documentation. We understand that Chaos substepping settings do not control our custom simulation.
Thank you!