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Motion-Physics Sync Engine

Module: Animation · Category: Physics · Tool ID: MotionPhysicsSyncEngine

A targeted fix for a specific bug: when an actor uses both Motion Matching (which ticks in PreCMC) and a Physics Control component, the competing tick group ordering can snap bones to the world origin every frame. This tool walks the level, finds every actor with the conflict, and shifts the conflicting component’s tick group to Pre-Physics to restore correct evaluation order.

Screenshot 01 — Hero shot — Tool open with conflicts list populated, Fix All button visible, summary line showing "X conflicts found, Y fixed".


  • Bones snap to (0,0,0) every frame on a character that uses Motion Matching + Physics Control
  • After enabling Physics Control on an existing Motion Matching character — usually triggers the issue
  • Pre-shipping check on any character using both subsystems
  • Onboarding a new project where this combination is part of the character setup
  • Don’t use this on characters without Motion Matching or Physics Control — there’s nothing to fix
  • Don’t use this as a generic tick group debugger — it’s specific to this exact MM+PC interaction

  1. Open the EQLabs Hub and search for Motion-Physics or Tick Group (or browse to Animation → Physics)
  2. Click the tool card
  3. Make sure the level you want to scan is open

SectionWhat it does
Scan World buttonWalks every actor in the active level looking for MM+PC tick conflicts
Fix All buttonShifts every conflicting component’s tick group to Pre-Physics. Undoable.
SummaryTotal actors scanned, conflicts found, conflicts fixed
Conflicts listPer-actor row: actor name, two component names, both component tick groups, fix description, fix flag

A row is added when an actor has both:

  • A component using Motion Matching (typically ticking in PreCMC)
  • A Physics Control component (typically ticking in a default group)

…and the relative tick order causes the known bone-snap symptom.


The tool operates on the active editor world. Load the level that contains the affected characters.

Click Scan World. The conflicts list populates. If empty: no MM+PC conflicts in this level — you’re fine.

Each row tells you exactly which component will have its tick group shifted. Read them — the fix is conservative but worth a sanity check.

Click Fix All. Every flagged component is shifted to Pre-Physics. Wrapped in a single transaction — Ctrl+Z reverses the lot.

Save the affected actors / Blueprints so the fix persists.


This tool has no persisted settings — it’s a single-purpose scan and fix.


  • In-place modificationFix All modifies component tick group properties on the affected actors
  • Undo — wrapped in ScopedTransaction. Ctrl+Z reverses.
  • Save — affected actors / Blueprints need to be saved to persist the change

  • The fix is conservative — shifting tick group to Pre-Physics is the documented Epic resolution for this exact conflict. If your project has a more complex tick ordering scheme, review before applying.
  • Single-click on a row selects the actor in the viewport.
  • Re-scan after Fix All to confirm the conflicts list is empty.
  • A persistent character template (Blueprint) may need to be edited at the source — fixing instances in the level is a level-only fix; for a permanent fix, edit the Blueprint class.

  • Skeleton Inspector & Rig Shortcuts — when the underlying skeleton is part of the diagnosis
  • Physics & Collision Studio (Modeling module) — for static mesh collision setup, related but different domain

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