I confirm this fixes it for me as well, thanks! I create a few instancing components and attach them to my component which is a root component of my actor. Calling ->GetBodyInstance()->bAutoWeld = false; on them seems to do the trick.
Do any of you know what weld does? It seems there’s almost no information about it.
From the doc`s
If true and is attached to a parent, the two bodies will be joined into a single rigid body. Physical settings like collision profile and body settings are determined by the root
Hi everyone,
Sorry for not responding to this post sooner. I don’t often have a to go through the C++ section, and wasn’t aware of this post. I have moved it over to the Bug Reports section, and I am going to start looking through all of the information you have provided to see what I can find out about this issue.
Hi everyone,
I was able to reproduce this in 4.6.1 using Blueprints. I tried using the code that had been provided in the original post, but there may be some additional implementation that wasn’t mentioned because I could not get it to do anything for me. Using Blueprints however, I was able to get the same crash that was described in the original post. I ran the same test in our latest internal version of the Engine and the crash did not occur there. I also tried setting up my test in 4.7 Preview 4, but kept running into a different issue that prevented me from being able to fully test the crash mentioned in this post.
I was also able to find an existing report that had been entered about this issue (UE-5421). Its current status is Fixed, and it is pending confirmation from our QA department so it can be closed.