Hi everyone, great find by gupq. Just wanted to add, if you’re curious why you need to enable physics simulation and then flip it back off - it seems related to this comment in source:
/** Finds all children that are technically welded to us (for example kinematics are welded but not as far as physx is concerned) and apply the actual physics engine weld on them*/
void ApplyWeldOnChildren();
Seems like if you have kinematic shapes (non-physics-simmed) even if they are set to be welded they aren’t technically welded in the PhysX engine. So when you do a sweep test with the capsule it doesn’t use the full array of shapes.
When you turn physics sim on it welds the children in physx, and then if you turn simulation back off it retains that weld…I think!