Fix entity validation - #4
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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/!= -1checks withglm::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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marauxs
approved these changes
Jun 8, 2026
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