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What could cause an actor to suddenly fall through the world when another one is destroyed?

I have a world with asteroids and ships in it. When the asteroids collide with a certain object they get destroyed via Asteroid->Destroy().

On my player ship I have an attached StaticMeshComponent which is set to OverlapAll.

When an asteroid gets destroyed, the mesh on my players ship suddenly starts falling down the Z axis and out of the world. If I pick up another mesh on the player ship, and then an asteroid gets destroyed, the same thing happens.

The player ship and the asteroid are not connected in any way. They are not overlapping at the time this behaviour occurs, and they don't have references to each other.

Can anyone think of anything that might cause this?

Product Version: UE 4.7
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asked Jun 02 '15 at 03:30 AM in C++ Programming

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avatar image AusPaco Jun 02 '15 at 07:46 AM

It seems to be a bug in the physics somewhere - I was attaching one of the objects by welding - and for some reason when a completely different actor was destroyed the physics on one of my components was reset.

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