How to separate physics into separate thread

Hi, we’re adopting UE4 for a set of applications which require us to run object physics at a frame rate independent of and much higher than the graphics update.

In doing this, the current wrapper around PhysX would become a thread safe barrier allowing the get/set of position, velocity, force etc. in temporary memory which is read from at graphics update and kept updated by the physics at 800+fps (it’s quite likely we would need to swap PhysX for a different engine)

The intricacies of doing this from a thread synchronisation pov is something we’re familiar with but the UE4 architecture is completely new to us.

I’m hoping for any pointers on how to get started here and if there is any support for this built into UE already?

Or alternatively what is the best practice for transferring information in/out of blueprints in a thread safe manner?

Any pointers much appreciated,
Thanks,
Alastair