Packaging error: kinematic bodies with CCD enabled are not supported

So i’m packaging and have the package clean but of 4 errors of this:

[2016.06.10-19.23.21:496][ 0]LogInit:Display: LogPhysics:Error: PHYSX: (d:\ori.cohen_g6217_physics\engine\source\thirdparty\physx\physx-3.3\source\physx\src\NpRigidBodyTemplate.h 437) eINVALID_PARAMETER : RigidBody::setRigidBodyFlag: kinematic bodies with CCD enabled are not supported! CCD will be ignored.

however i just cannot find the last actors in my project who have ccd and physics enabled. is there any way how to find this out in a fast way?

thank you in advance!

i finally found a somehow good solution for this.
to find blueprints that have ccd enabled, you can open the message log, clear it and then open a content browser.
whilst then having the “content” folder selected, you can filter all underlying folder in the assets by “blueprints” this shows every single blueprint in your project.

94449-filter.jpg

you can then select the first one and toggle all following blueprints by using the arrow key.
each time your selection highlight is on a blueprint, that triggers this ccd error message, the message log will display this error.
this way you can find out which of your blueprints is causing this error.

Another way is to open your project with Visual Studio (create any C++ class, if your project is BP only), then put a breakpoint right on start of function ErrorCodeToString in \Engine\Source\Runtime\Engine\Private\PhysicsEngine\PhysXSupport.cpp. You may need to download debugging symbols (from the Launcher).

Play the game (or open all blueprints in your project) and when it hits the breakpoint, go up the call stack until the first ActorComponent function (I don’t recall its name), then on the Locals tab it will say which mesh component caused the issue.

Ah – the offending component name is in UActorComponent::ExecuteRegisterEvents(), and the actor name is in AActor::IncrementalRegisterComponents(). Just go up the call stack to these functions when it hits the breakpoint.

ah nice thank you!

This answer didn’t work for me (the error never appeared in the Message Log after cycling through all the ‘Blueprint’ filter items). The other answer (setting a breakpoint in PhysXSupport.cpp) worked great!

EDIT: Did you mean “Output Log” instead of “Message Log”?