I’ve created a blueprint actor (pawn) and replaced it’s default root with a static mesh component. Collision object type is set as PhysicsBody. Everything works fine if the pawn is player controlled but in AI control the actor loses it’s bounds after couple of seconds in simulation/in-game and then the actor will be destroyed. Output log displays a warning on the event:
LogChaos: Warning: AABBTree encountered invalid bounds. Min: X=nan Y=nan Z=nan Max: X=nan Y=nan Z=nan
If I select the actor with mouse and run simulation the bounds will be fine and the actor works normally.
Is this a bug in 5.6.0 or am I missing something? I have tried removing child components and changing collision/physics settings but nothing seems to help.
EDIT: After some additional testing selecting the actor doesn’t always help. The best results can be achieved when having the actor selected, bounds visible and following the actor nearby with viewport camera. But after deselecting the actor it immediately loses it’s bounds and gets destroyed.