A specific part of my code keeps randomly crashing in 4.20 in regards to quaternions. The breakpoint leads to
UnrealMath.cpp
// Very large inputs can cause NaN’s. Want to catch this here
“Invalid input to FRotator::Quaternion - generated NaN output: %s”
After googling it around i should not get this crash as long as i am normalizing my quaternions , but this is coming quite frequently inspite of normalizing. This wasn’t happening before 4.20 . When i check and compare the source code at UnrealMath.cpp , i notice this one difference …
This below code is commented in 4.20
SCOPE_CYCLE_COUNTER(STAT_MathConvertRotatorToQuat);
This is not commented before 4.20 , and i see this is the only main difference that can cause this NaN crash in my quaternions for which i am stuck at.
Is anybody else facing crashes related to quaternions recently ?