That’s different though. Was talking more about people doing custom physics from scratch. Like using projectile motion equations and inputing your own custom forces and whatnot.
And for a good reason, they are async with each other. So you’ll either hold up the blueprint thread waiting on a physics update, or hold up the physics thread waiting on a blueprint update, or put in some maximum limit of missed updates before it stalls to wait for the other thread(which can lead to massive issues). If you exposed stuff to blueprints, it would likely just lead into more headaches than it’s worth; where people report a bunch of bugs that aren’t actually bugs, just improper design.
Best advice, just handle the continuous forces manually if you really need that much control. The math isn’t super hard to implement and even though a lot of it is technically calculus, you can just use the simplified algebraic equations. Chances are, if you need that type of control, the game is probably simplistic enough that the BP performance wouldn’t add up to much unless you’ve got hundreds of actors ticking the code. In normal games and under most normal circumstances, letting the physics do their own thing is the best path to take.