Hey all! I have a bug I wanted to post here and let you know how I am solving it atm as well as ask for any information on what I am looking for to fix it in C++
I am using the dynamic rope for our game as we need to setup a lot of different sized ropes in editor and want to use the distance per segment option they have. But I noticed that after I swapped from the base VD_Rope to the VD_Dynamic_Rope I am unable to detach the ends of the rope without issue.
If I detach the first particle the whole rope disappears, and if the I disconnect the last particle, that part of the rope disappears. After checking into it, I found that the particle is still valid and is apart of the particle array, but has invalid data. When we detach and it grabs previous mass from Attachment.OldMass but that is zero and the location ends up being (nan,nan,nan) which from what I can tell is most likely due to a divide by zero somewhere. It could be that the dynamic version of the rope isn’t setting up the initial mass correctly? Not sure but wanted to see where I should start looking for this issue / see if I can find the problem.
For the time being I am simply checking for mass to make sure if we are detaching it isn’t ever zero, just setting it directly for now. This solves the main issue but does mean that I am setting the mass incorrectly. Check out the video below, I’ll be checking into the issue next week and hopefully have a fix but if anyone has information about this problem let me know!
Cheers!