steps:
- Open the Content Examples project.
- Find the physics asset named ‘Owen_Physics’ and open
- Choose a bone and add a body
- Crash with:
NvClothPROFILE_x64!avx::solveConstraints<0,2>() [d:\build++ue4+release-4.20+physx_compile\sync\engine\source\thirdparty\physx3\nvcloth\src\avx\swsolveconstraints.cpp:206]
NvClothPROFILE_x64!nv::cloth::SwSolverKernel<__m128>::solveFabric() [d:\build++ue4+release-4.20+physx_compile\sync\engine\source\thirdparty\physx3\nvcloth\src\swsolverkernel.cpp:646]
NvClothPROFILE_x64!nv::cloth::SwSolver::SimulatedCloth::Simulate() [d:\build++ue4+release-4.20+physx_compile\sync\engine\source\thirdparty\physx3\nvcloth\src\swsolver.cpp:292]
NvClothPROFILE_x64!nv::cloth::SwSolver::simulateChunk() [d:\build++ue4+release-4.20+physx_compile\sync\engine\source\thirdparty\physx3\nvcloth\src\swsolver.cpp:161]
UE4Editor_ClothingSystemRuntime!FClothingSimulationNv::Simulate() [d:\build++ue4\sync\engine\source\runtime\clothingsystemruntime\private\clothingsimulationnv.cpp:672]
The reason is that ‘Owen’ mesh has two NvCloth Data. If only one, no problem.
Now I just work around it by Choosing all of the cloth section and remove cloth data → modify physics asset (such as add a body) → Re-apply cloth data. It’s OK.