Hello,
I have an issue with Chaos modular vehicle and resimulation, i have a child class of AModularVehicleClusterPawn that uses thrusters to drive a space craft.
The hierarchy in the blueprint consist of AModularVehicleClusterPawn→ClusterUnion→GeometryCollection→Multiple Thrusters
Everything works, including the multiplayer, however when a resimulation occurs i can see the Mesh go back in time to be resimulated, this generate a little snap back in time.
I added a log and confirmed the position of the mesh is snap backed when the resimulation occurs.
I took inspiration in this tutorial Networked Physics - Pawn Tutorial | Tutorial which state “Resimulations are not visible (rendered) since they only happens on the Physics Thread and rendering happens from the Game Thread.”
However, looking at Source/Runtime/Experimental/Chaos/Private/PBDRigidsSolver.cpp DispatchTasksBufferPhysicsResults there is a suspicious boolean bIsResim which is used in the case of EPhysicsProxyType::SingleParticleProxy but not EPhysicsProxyType::GeometryCollectionType or EPhysicsProxyType::ClusterUnionProxy
Am’i missing something or there is indeed a bug in the engine (i’m using 5.7.3) ?
Regards
PS: here’s a shot clip of the stutter