Creating a MID makes the render state dirty and the engine will recreate a new scene proxy without the current attitude.
This results in rendering the object in incorrect location.
Here is a temporary work around :
void UGeometryCollectionComponent::CreateRenderState_Concurrent(FRegisterComponentContext* Context) { Super::CreateRenderState_Concurrent(Context); //work around if (GetDynamicCollection()) { TArray<FTransform> InitialTransform = GetDynamicCollection()->Transform.GetConstArray(); SetRestState(MoveTemp(InitialTransform)); } //~work around }
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-213066 in the post.
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Component | UE - Simulation - Physics - Destruction |
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Affects Versions | 5.4, 5.3 |
Target Fix | 5.6 |
Created | Apr 23, 2024 |
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Updated | Oct 16, 2024 |