I have a rigidbody with a bunch of child mesh colliders. When i change the mesh of one of the child objects i get an error.
Actor::updateMassFromShapes: Compute mesh inertia tensor failed for one of the actor's mesh shapes! Please change mesh geometry or supply a tensor manually!
The meshes have holes in them im guessing the automatic tensor calculation doesn't work so i manually calculate the tensor. I then assign it immediately after assigning the mesh but the error still is getting thrown and it's causing my editor to lag with text output.
TLDR -> Question : Is there any way to turn off an error from being sent to the Console output?
Comment: I'm able to suppress the flood off messages to one per mesh update but it's still annoying to see the performance drop in the editor just because of text error output.
Does anyone have any advice at least?
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