Unreal needs a native "Event Physics Tick" blueprint node (framerate independent physics)

Both “substepping” (UE4) and “Async Physics” (UE5 ) have physics tick events that runs on a separated thread on the background.

Basically, the feature is “already there”, but it is hidden from blueprint users by default. The plugins just expose those events to blueprints.

Yes, there are third party plugins, but framerate independet physics should be a native feature. The plugins only exist to workaround this limitation.

As long as EPIC doesn’t solve this issue, blueprint projects will continue be “flawed” by default, making it unfeasible to develop physics based games using 100% blueprint source code.

It is a huge flaw, that have a simple solution. I don’t see why EPIC would not wan’t to implement this.

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