Chaos : geometry collection : fix generation of collision for clusters using their children collision

- Cluster transform was wrongly using Transform array , causing the shape space to be wrong. Worked most of the time because the transform was identity

#rb trivial
#jira none
#preflight 62b63c140716a4b4d12ea7a5
#robomerge EngineMerge

[CL 20839798 by cedric caillaud in ue5-main branch]
This commit is contained in:
cedric caillaud
2022-06-27 17:10:15 -04:00
parent afd7f739c6
commit 43d1bd957d

View File

@@ -518,7 +518,7 @@ void FGeometryCollectionPhysicsProxy::Initialize(Chaos::FPBDRigidsEvolutionBase
{
if (GameThreadCollection.Implicits[ParentToFixIndex] == nullptr)
{
const Chaos::FRigidTransform3 ParentShapeTransform = GameThreadCollection.MassToLocal[ParentToFixIndex] * GameThreadCollection.Transform[ParentToFixIndex];
const Chaos::FRigidTransform3 ParentShapeTransform = GameThreadCollection.MassToLocal[ParentToFixIndex];
// Make a union of the children geometry
TArray<TUniquePtr<Chaos::FImplicitObject>> ChildImplicits;