When cooking a windows 64 project I get the following error 16 times:
FMatrix::Inverse(), trying to invert a NIL matrix, this results in NaNa! Use Inverse() instead.
I’ve tracked this down to an FBX animation asset coming from a complicated maya rig that has constraints that happen to be setting 16 joints to 0 scale.
Without breaking the constraints, and having to re-rig in maya, is there a way to over ride in the UE4 ensure conditions of UnrealMatrix.h? The project is purely content, no blueprint, so I’m packaging from the editor.
The project plays fine in the editor, only when I cook/package does the error get thrown and aborted.
I’m using 4.7.6
Any help would be greatly appreciated!!!