Using a fixed physics timestep in Unreal Engine, free the physics approach

Considering Nvidia recently reasead a new physics thing / sytem (Which may also support this kind of behaviour one would assume?)…
You/they/all of us would probably have a much easier time implementing that into the engine.

Obviously it is not quite the same.
I’m very pro on the “do everything yourself” route…

But whoever attempts it is going to have a rather hard time hacking the animation system to bits to accomplish this…
If its like for predictive animation functions where getting the position of a bone at a given custom time of the interpolated animation result is necessary, its going to likely take some hair pulling :slight_smile: