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

I totally agree with this too.

I don’t understand how it lacks a very basic API that exists in other engines such as Unity and Godot.

I was creating a physics plugin, but I was plagued by the above problem
Decided to move to Unity.

Currently, games that rely on physics are
・ Missing functions for the above physics update
・Other unstable physical behavior
For these reasons, I think Unity is easier to create.

addition
ue5.1 is currently in preview

but
Physics update ticking feature is here.

It should look like the image below.

And physics behavior and C++ improvements on the Unreal side
Further from the confusion on the Unity side
I’m back in Unreal.


Thanks for pointing that out.

I hope the “Event Async Physics Tick” node gets to the final release of 5.1

This is a huge improvement for blueprint only physics based projects.

My guess is that Physics Tick() will probably become standard starting with UE5.1.

In UE4, there were various problems around physics, and considerable ingenuity was required even in C++.

However, I think that UE5.1 has made considerable improvements to physics, including fixed physics.

Personally, I think physics-dependent content should start with UE5.1.

I plan to rework my physics based controller for 5.1.
in C++

I don’t understand how it lacks a very basic API that exists in other engines

It’s implemented in 5.1. IMO it’s still a bad idea, but go on ahead :slight_smile: