I would like to report that i cannot successfully compile for any platform (PC,XB1.PS4) after i upgraded to 4.12.
I get 26 error regarding this: LogPhysics:Error: PHYSX: (d:\ori.cohen_g6217_physics\engine\source\thirdparty\physx\physx-3.3\source\physx\src\NpRigidBodyTemplate.h 437) eINVALID_PARAMETER : RigidBody::setRigidBodyFlag: kinema
MainFrameActions: Packaging (Windows (64-bit)): tic bodies with CCD enabled are not supported! CCD will be ignored.
I do not know if this is responsible for all platforms failing to compile but it is the only error that i see so i have to assume that.
Any help to resolve this would be greatly appreciated since it is not platform specific and i cannot test on my consoles anymore.
As I stated on your other post, we have a known issue tied to the editor debugging tools that is preventing compilation and packaging to various platforms. Please try including these in your engine build and see if that fixes the error you are seeing.
Have you checked your meshes to ensure CCD is not on by default within the static mesh/sprite asset instead of turned on via blueprints? Do you have any steps I can take to reproduce this on my end or a sample project this is occurring in I’d be able to look at?
We have not heard from you in quite some time. I am marking this as answered for tracking purposes. If you are still experiencing this error, please comment with the requested information.
Hello ,
I have so many issues with 4.12 that i replied in the other thread.
Sorry about that.
With your guidance i was able to find 3 level triggers that had CCD checked. They were inside one of my levels for almost 2 years!. Obviously something changed with 4.12 and it started complaining after all this time.
hey guys. i also get this error and just cannot find the actors that are causing this. is there any trick to find ccd enabled collisions inside actors?
Hey,
Actually there is! It took me a while but i figured it out. Ideally the log should say what it is… but …
Anyway what you must do is to look at the log (do a search) and find where the errors are. The above line has an asset. That is the asset that has the problem.
Some times it will give you a level if it is a level trigger for example and not an asset. That means that you have to search everything in that level and you will eventually find it. Not ideal but it does narrow down things quite a bit.