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

Is it really that hard to just use some simple math based on deltaT? Like if you have some logic to make something move or rotate at 10 units per second, it’s just rate*deltaT… And that will give you exactly how much something needed to move in the time between frames. If it were 16.66ms, then it would be 0.166 units, if it were 150ms, then it would be 1.5 units, if it were 2ms, then it would be 0.02 units, and so on. If you’re already doing custom physics calcs, this type of scaling is about as simple as it can get.