Seeing this warning in output without apparent negative impact on gameplay:
LogPhysics: Warning: (Invalid Normal from ConvertQueryImpactHit) Non-normalized OutResult.Normal from hit conversion
LogPhysics: Warning: Start Loc(X=-600.782 Y=670.120 Z=0.000), End Loc(X=-26.028 Y=-144.985 Z=0.000), Hit Loc(X=-26.028 Y=-144.985 Z=0.000), ImpactNormal(X=0.000 Y=0.000 Z=0.000) NormalPreSafeNormalize(X=-0.000 Y=0.000 Z=0.000)
Based on the source comment for ConvertQueryImpactHit:
/**
- Util to convert single physX hit (raycast or sweep) to our hit result
- @param PHit PhysX hit data
- @param OutResult (out) Result converted
- @param CheckLength Distance of trace
- @param QueryFilter Query Filter
- @param StartLoc Start of trace
- @param EndLoc
- @param Geom
- @param bReturnFaceIndex True if we want to lookup the face index
- @param bReturnPhysMat True if we want to lookup the physical material
- @return Whether result passed NaN/Inf checks.
I suppose I could have an invalid HitResult for that particular test or no HitResult returned at all, so there’s a possible missed collision event. But I suppose its insignificant, ie if the hit event is missed, it will get picked up on one of the many other possible collisions of the meshes as they fly by and into each other. I’m using Simple collision, ie 100% low level, per triangle collision accuracy is not a requirement.
Any tips, warnings, comments?