FBodyInstance::SetCollisionEnabled uses an incomplete conditional to determine whether or not it's in a Simulating or Non-Simulating state. This can cause cases where RecreatePhysicsState doesn't properly get called on PrimitiveComponents.
In most cases, this isn't a seen issue because EnsurePhysicsStateCreated may cover it up.
Expected: "OnCreatePhysicsState - Called" should be printed for each transition from a non-simulated state (NoCollision or QueryOnly) to a simulated state (PhysicsOnly or QueryAndPhysics) and "OnDestroyPhysicsState - Called" should be printed for each transition from a simulated state to a non-simulated state.
Actual: Several transitions from simulated states to non-simulated states (and vice versa) do not trigger the expected calls.
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-39633 in the post.
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Fix Commit | 3257167 |
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Main Commit | 3293329 |
Created | Dec 12, 2016 |
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Resolved | Feb 7, 2017 |
Updated | Apr 27, 2018 |