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.

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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.


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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.

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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++

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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: