From 2d9ca4c3355d9e58d10e83f832b1b6326ce24e85 Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Wed, 4 Mar 2026 21:30:31 +0100 Subject: [PATCH] Skip threaded physics actors update when single-threaded mode --- Source/Engine/Physics/PhysX/PhysicsBackendPhysX.cpp | 2 ++ 1 file changed, 2 insertions(+) diff --git a/Source/Engine/Physics/PhysX/PhysicsBackendPhysX.cpp b/Source/Engine/Physics/PhysX/PhysicsBackendPhysX.cpp index a849791aa..ed667ae05 100644 --- a/Source/Engine/Physics/PhysX/PhysicsBackendPhysX.cpp +++ b/Source/Engine/Physics/PhysX/PhysicsBackendPhysX.cpp @@ -1973,6 +1973,7 @@ void PhysicsBackend::EndSimulateScene(void* scene) PxActor** activeActors = scenePhysX->Scene->getActiveActors(activeActorsCount); // Update changed transformations +#if PLATFORM_THREADS_LIMIT > 1 if (activeActorsCount > 50 && JobSystem::GetThreadsCount() > 1) { // Run in async via job system @@ -1982,6 +1983,7 @@ void PhysicsBackend::EndSimulateScene(void* scene) JobSystem::Execute(FlushActiveTransforms, JobSystem::GetThreadsCount()); } else +#endif { for (uint32 i = 0; i < activeActorsCount; i++) {