I get the same error twice in my log and each time I load the game, and I don’t have any procedural mesh components anywhere at all, guaranteed
Again the error we are discussing is:
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.
My thoughts:
Sounds to me like somewhere something thinks it is kinematic when it is actually really physics, perhaps a ragdoll / PHAT asset somewhere?! It’s like something is physics but is not in physics-simulating mode during packaging, or falsely thinks it is kinematic, and so we get this error
For anyone who is new to this error, Kinematic is like how a character capsule moves, it is not truly simulating physics, and CCD = Continuous Collision Detection which only makes sense on a physics-simulating object.
Somewhere something thinks it is kinematic when it really is simulating physics, or does sometimes, and packaging system is not recognizing this and why CCD is correctly set to true,
or, something actually is kinematic (like character capsule), and has CCD set to true somewhere, but since everyone is saying they are rigorously checking their projects, my guess is that packaging system thinks something is kinematic when it really isnt, and this error gets thrown.