We seem to be setting the InverseInertia to zero, even though the InverseMass is non-zero.
FPBDJointUtilities::ConditionInverseMassAndInertia assumes that the inverse inertia is only zero if the inverse mass is zero.
This is probably caused by small objects combined with the logic in SetObjectState in PBDRIgidParticles.h
Unknown repro, speculatively:
Play in PIE - crash.
I am not able to find world outliner how to enable it?
Teleporter in the Creative Hub is Locked and cannot be accessed
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
How to properly terminate the DoWork thread function in FAsyncTask?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-221456 in the post.
0 |
Component | UE - Simulation - Physics - Solver |
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Affects Versions | 5.4 |
Target Fix | 5.5 |
Fix Commit | 36134276 |
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Created | Aug 8, 2024 |
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Resolved | Sep 16, 2024 |
Updated | Oct 15, 2024 |