Physics objects with high velocity not triggering hit events

I’m trying to create a physically accurate bullet drop, and thought a shortcut to do that would be via physics. However, because of the high velocity (950m/s) of the projectiles, shooting objects almost never triggers the hit event. I’m assuming that this is because the time between frames from firing and first physics update, multiplied by the velocity, already puts the bullet past the object and so it’s never intersecting it, just skipping over it.

Does anyone know the correct way to do this? One idea I had was to store the position each tick, then do a linecast from the last position to the current one; and trigger the hit event myself. Are there any other ways? Does UE4 already have such a system built into the physics library?

I found out, this option is called CCD and is disabled by default on physics objects. By enabling it, it doesn’t cause the object to skip through space and miss objects.