Another fix for this is to enable ContactModification on BodyInstances.
In the UE4 source, BodyInstance.cpp/BuildBodyFilterData() set bUseContactModification = true;
(You can make this contingent on a UPROPERTY in PrimitiveComponents to make things more efficient, but the simplest fix is that one line.)
I presume this assumes that the returned modified normals need to be corrected, even though you haven’t actually changed them.
I haven’t dug into the PhysX source yet to see exactly what it does.
Steve McCrea
Tech Director
Armature