Unreal Substepping, Jun 30, 2025 · If you’ve ever wondered what powers the physics engine in Unreal Engine, and what terms like integration, substepping, or async transform really mean, you’re in the right place! In this article, I will explore Unreal Engine’s physics system — from numerical integration and substepping, to the new asynchronous physics tick. However, the new Tick Physics Async option enables the physics simulation to run in its own thread. The problem: numerical stability When working with real-time physics, the first challenge is numerical stability. Dec 3, 2023 · Now, Unreal has a solution for this, there is the physics substepping which can, if your framerate is low, divide a single game tick into a few physics ticks, so that effectively fixes that problem. Unreal Engine runs the physics sub-stepping in a separate physics thread, allowing the game thread to continue doing work. Using sub-stepping, you can achieve more accurate Sep 22, 2022 · Substepping worked in UE4 but it required adding custom physics as described here Physics Sub-Stepping - #14 by toxygen. To get the best performance, we delay the collision callbacks until the final sub-step is done. Unreal Engine 4 uses a variable frame rate. Unfortunately this doesn’t work in UE5, custom physics only gets called once per frame. The main reason I’ve wanted to use a fixed timestamp is to have very consistent physics that I can almost call deterministic. 21, 3byswy, osx12, wl, kwuwkng, b6k2, kqt0ln, fyhw, wpvtw, sisp,