Steps to Reproduce
- have character with a skeletal mesh component and UMoverComponent for movement
- set the whole mesh to be simulated by physics, for example add this event handler to the BP of the character:
- start Play In Editor (any level), press E to turn on the physics
Observe that errors "Attempting to move a fully simulated skeletal mesh {0}. Please use the Teleport flag
are written to the console every frame from callstack like this:
USkeletalMeshComponent::MoveComponentImpl(const UE::Math::TVector<…> &, const UE::Math::TQuat<…> &, bool, FHitResult *, EMoveComponentFlags, ETeleportType) SkeletalMeshComponent.cpp:5217
[Inlined] USceneComponent::MoveComponent(const UE::Math::TVector<…> &, const UE::Math::TQuat<…> &, bool, FHitResult *, EMoveComponentFlags, ETeleportType) SceneComponent.h:1717
USceneComponent::SetRelativeLocationAndRotation(TVector<…>, const UE::Math::TQuat<…> &, bool, FHitResult *, ETeleportType) SceneComponent.cpp:1754
USceneComponent::SetRelativeTransform(const UE::Math::TTransform<…> &, bool, FHitResult *, ETeleportType) SceneComponent.cpp:1907
UMoverComponent::FinalizeFrame(const FMoverSyncState *, const FMoverAuxStateContext *) MoverComponent.cpp:386
UMoverStandaloneLiaisonComponent::TickApplySimulationState(float) MoverStandaloneLiaison.cpp:404
[Inlined] FMoverStandaloneApplyStateTickFunction::ExecuteTick::__l2::<lambda_1>::operator()(float) MoverStandaloneLiaison.cpp:495
[Inlined] FActorComponentTickFunction::ExecuteTickHelper(UActorComponent *, bool, float, ELevelTick, const <lambda_1> &) Actor.h:4924
FMoverStandaloneApplyStateTickFunction::ExecuteTick(float, ELevelTick, Type, const TRefCountPtr<…> &) MoverStandaloneLiaison.cpp:493
[Inlined] FTickFunctionTask::DoTask(Type, const TRefCountPtr<…> &) TickTaskManager.cpp:334
TGraphTask::ExecuteTask() TaskGraphInterfaces.h:710
UE::Tasks::Private::FTaskBase::TryExecuteTask() TaskPrivate.h:518
[Inlined] FBaseGraphTask::Execute(TArray<…> &, Type, bool) TaskGraphInterfaces.h:493
FNamedTaskThread::ProcessTasksNamedThread(int, bool) TaskGraph.cpp:799
FNamedTaskThread::ProcessTasksUntilIdle(int) TaskGraph.cpp:698
[Inlined] FTaskGraphCompatibilityImplementation::ProcessThreadUntilIdle(Type) TaskGraph.cpp:1439
FTaskGraphCompatibilityImplementation::ProcessUntilTasksComplete(const TArray<…> &, Type, const TFunction<…> &) TaskGraph.cpp:1577
FTickTaskSequencer::ReleaseTickGroup(ETickingGroup, bool, TArray<…> &) TickTaskManager.cpp:1040
FTickTaskManager::RunTickGroup(ETickingGroup, bool) TickTaskManager.cpp:2133
[Inlined] UWorld::RunTickGroup(ETickingGroup, bool) LevelTick.cpp:784
UWorld::Tick(ELevelTick, float) LevelTick.cpp:1721
UEditorEngine::Tick(float, bool) EditorEngine.cpp:2175
UUnrealEdEngine::Tick(float, bool) UnrealEdEngine.cpp:531
FEngineLoop::Tick() LaunchEngineLoop.cpp:5834
[Inlined] EngineTick() Launch.cpp:60
GuardedMain(const wchar_t *) Launch.cpp:192
LaunchWindowsStartup(HINSTANCE__ *, HINSTANCE__ *, char *, int, const wchar_t *) LaunchWindows.cpp:266
WinMain(HINSTANCE__ *, HINSTANCE__ *, char *, int) LaunchWindows.cpp:334