Scale3D is (nearly) zero warning

Hi,

I’m currently working in UE4.17.2, so this issue might have been solved with updates but I couldn’t find anything online. Basically, I have a bp class with a mesh component and by default the component’s scale is (0,0,0), I scale it up to (1,1,1) with code sometime after its being instantiated.
My problem here is that unreal clutters the log file with the following warning every time I create a new instance of it :

"LogPhysics: Warning: Initialising Body : Scale3D is (nearly) zero: "

Does anyone know if there’s a way to mute that warning? And/or does anyone know why it is a warning?

i would guess thats the issue is that your trying to simulate physics on a object that has no mass. basically a object with scale 0 shouldnt exist. you could try giving it a very small scale or try toggling physics to off until you begin scaling the object up.

im basing this off of your error report and i have not actually tried to replicate so this is theoretical.

Thanks for the reply!
Not using physics at all tho, but I do have a collision sphere so that might be why it’s complaining about the scale.
Yeah i’ll try play around with the scale see if there’s a threshold at which it doesn’t send a warning.

hmmm i just tried to recreate the issue but i didnt get any warnings. whats your exact setup like?

Right, so I have two classes, in one I have a static mesh component, in the other a skeletal mesh component. By default both component were at a scale of 0.0001.
I first put the static mesh’s default scale to 0.01, which made the log I was getting disappear and I instead received a more details log telling which object it was coming from (in this case my class with the skeletal mesh). So I applied the same fix to that too.

"LogPhysics: Warning: Initialising Body : Scale3D is (nearly) zero: Component: ‘/Temp/Autosaves/Game/Maps/UEDPCDesert.Desert:PersistentLevel.BM_Unit_C_0.SkeletalMesh’ Bone: ‘BE_Butt_01’ "

I’m guessing it struggled to display exactly where it was coming from when it came from both a static mesh and a skeletal one?

If someone is stll looking for a solution to this problem and maybe the OP case isn’t similar to your case i’ll describe my experience and my solution.
I had this warning on a character which was using a skeletal mesh with UE4 skeleton. In this class i was using an Animation blueprint child class made for UE5 skeleton. Seems like while processing the bones of the skeletal mesh, the anim bp instead of ignore missing bones, thought they had 0 scale. Changing the Anim BP child to an UE4 version solved this problem.