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Fix entity validation - #4

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adsk-truscad merged 1 commit into
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truscad/CROWDS-519/fix_entityValidityCheck
Jun 8, 2026
Merged

Fix entity validation#4
adsk-truscad merged 1 commit into
mainfrom
truscad/CROWDS-519/fix_entityValidityCheck

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Pull request overview

This PR standardizes and strengthens entity validity checks across the simulation and cache paths by using glm::crowdio::isEntityValid(...) instead of ad-hoc _entityIds comparisons, reducing the chance of operating on killed/invalid entities.

Changes:

  • Replace _entityIds[...] < 0 / != -1 checks with glm::crowdio::isEntityValid(...) in key entity iteration and transform paths.
  • Ensure invalid entities are skipped (or return false) before accessing per-entity simulation/frame data.
  • Fix a small comment typo (“buid” → “build”) and add braces around a resize block for clarity.

Reviewed changes

Copilot reviewed 2 out of 2 changed files in this pull request and generated no comments.

File Description
Plugins/GolaemPlugin/Source/CrowdModule/Private/GolaemSimulation.cpp Uses isEntityValid for entity iteration and bone transform retrieval; fixes a comment typo and removes redundant entity-id-based validation logic.
Plugins/GolaemPlugin/Source/CrowdModule/Private/GolaemCache.cpp Uses isEntityValid when rebuilding/refreshing characters, mapping actors to entities, and computing bone transforms to avoid processing invalid entities.

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@adsk-truscad
adsk-truscad requested a review from marauxs June 8, 2026 08:05
@adsk-truscad
adsk-truscad merged commit e776afa into main Jun 8, 2026
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@adsk-truscad
adsk-truscad deleted the truscad/CROWDS-519/fix_entityValidityCheck branch June 8, 2026 08:41
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3 participants