Change in procedural mesh does not trigger physics update

Hi!

While playing with procedural mesh creation, I stumbled upon bug/not-finished feature of procedural mesh.

If an object (lets call it Bob)(physics and gravity enabled) is sitting on procedural mesh, then procedural mesh is changed (some points lowered), Bob ends up levitating in the air. If player walks up to bob and pushes it, all physics works fine and bob falls into the hole. I am providing screen shots to illustrate what I mean. (Sorry for the bad visibility, I haven’t played with adding material to the procedural mesh yet). Is there any call to trigger update to nearby objects?

I am not reporting it as a bug since it is still experimental feature, but I was hoping if anyone could think of a workaround?

Should I report such a thing even though it is still experimental? (since 4.8)

Kind regards,
Crispy

In other physics systems I’ve played with this is because the moving object has been put to sleep after it was quiescent for some amount of time.

The usual cure is to iterate objects near the point of the change in the physics and either wake them up, or apply a zero (or microscopic) impulse or force to them, which causes them to wake up and act like Wile E Coyote looking down after running off the edge of a mesa.

Thanks for the reply, I have managed to get the physics to work by applying tiny world offset to the procedural mesh itself, but it feels like a dirty solution.