Hello,
I’m destroying my component and want to assign material for the debris. I’m assigning it every frame (change some material parameter). If I start to assign my material immediately after I destroyed a component - everything works fine. If I assign a material after some delay - I always have an exception. The chain is following:
// MyActor.cpp
Destructible->SetMaterial(0, MyMaterial);
// MeshComponent.cpp
SetMaterial();
// BodyInstance.cpp
UpdatePhysicalMaterials();
And it falls in the beginning of a function - RigidActorSync->getScene() returns garbage.