void EnsureSleepingActorsStaySleeping_AssumesLocked(PxRigidActor* PActor1, PxRigidActor* PActor2)
{
	// record if actors are asleep before creating joint, so we can sleep them afterwards if so (creating joint wakes them)
	const bool bActor1Asleep = (PActor1 == nullptr || !PActor1->isRigidDynamic() || PActor1->isRigidDynamic()->isSleeping());
	const bool bActor2Asleep = (PActor2 == nullptr || !PActor2->isRigidDynamic() || PActor2->isRigidDynamic()->isSleeping());

	// creation of joints wakes up rigid bodies, so we put them to sleep again if both were initially asleep
	if (bActor1Asleep && bActor2Asleep)
	{
		if (PActor1 && IsRigidBodyNonKinematic_AssumesLocked(PActor1->isRigidDynamic()))
		{
			PActor1->isRigidDynamic()->putToSleep();
		}

		if (PActor2 && IsRigidBodyNonKinematic_AssumesLocked(PActor2->isRigidDynamic()))
		{
			PActor2->isRigidDynamic()->putToSleep();
		}
	}
}
void USkeletalMeshComponent::UpdateKinematicBonesToAnim(const TArray<FTransform>& InSpaceBases, ETeleportType Teleport, bool bNeedsSkinning)
{
	SCOPE_CYCLE_COUNTER(STAT_UpdateRBBones);

	// This below code produces some interesting result here
	// - below codes update physics data, so if you don't update pose, the physics won't have the right result
	// - but if we just update physics bone without update current pose, it will have stale data
	// If desired, pass the animation data to the physics joints so they can be used by motors.
	// See if we are going to need to update kinematics
	const bool bUpdateKinematics = (KinematicBonesUpdateType != EKinematicBonesUpdateToPhysics::SkipAllBones);
	const bool bTeleport = Teleport == ETeleportType::TeleportPhysics;
	// If desired, update physics bodies associated with skeletal mesh component to match.
	if(!bUpdateKinematics && !(bTeleport && IsAnySimulatingPhysics()))
	{
		// nothing to do 
		return;
	}

	// Get the scene, and do nothing if we can't get one.
	FPhysScene* PhysScene = nullptr;
	if (GetWorld() != nullptr)
	{
		PhysScene = GetWorld()->GetPhysicsScene();
	}

	if(PhysScene == nullptr)
	{
		return;
	}

	const FTransform& CurrentLocalToWorld = ComponentToWorld;

	// Gracefully handle NaN
	if(CurrentLocalToWorld.ContainsNaN())
	{
		return;
	}

	// If desired, draw the skeleton at the point where we pass it to the physics.
	if (bShowPrePhysBones && SkeletalMesh && InSpaceBases.Num() == SkeletalMesh->RefSkeleton.GetNum())
	{
		for (int32 i = 1; i<InSpaceBases.Num(); i++)
		{
			FVector ThisPos = CurrentLocalToWorld.TransformPosition(InSpaceBases[i].GetLocation());

			int32 ParentIndex = SkeletalMesh->RefSkeleton.GetParentIndex(i);
			FVector ParentPos = CurrentLocalToWorld.TransformPosition(InSpaceBases[ParentIndex].GetLocation());

			GetWorld()->LineBatcher->DrawLine(ThisPos, ParentPos, AnimSkelDrawColor, SDPG_Foreground);
		}
	}

	// warn if it has non-uniform scale
	const FVector& MeshScale3D = CurrentLocalToWorld.GetScale3D();
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
	if( !MeshScale3D.IsUniform() )
	{
		UE_LOG(LogPhysics, Log, TEXT("USkeletalMeshComponent::UpdateKinematicBonesToAnim : Non-uniform scale factor (%s) can cause physics to mismatch for %s  SkelMesh: %s"), *MeshScale3D.ToString(), *GetFullName(), SkeletalMesh ? *SkeletalMesh->GetFullName() : TEXT("NULL"));
	}
#endif


	if (bEnablePerPolyCollision == false)
	{
		const UPhysicsAsset* const PhysicsAsset = GetPhysicsAsset();
		if (PhysicsAsset && SkeletalMesh && Bodies.Num() > 0)
		{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
			if (!ensure(PhysicsAsset->BodySetup.Num() == Bodies.Num()))
			{
				// related to TTP 280315
				UE_LOG(LogPhysics, Warning, TEXT("Mesh (%s) has PhysicsAsset(%s), and BodySetup(%d) and Bodies(%d) don't match"),
					*SkeletalMesh->GetName(), *PhysicsAsset->GetName(), PhysicsAsset->BodySetup.Num(), Bodies.Num());
				return;
			}
#endif

#if WITH_PHYSX
			// Lock the scenes we need (flags set in InitArticulated)
			if(bHasBodiesInSyncScene)
			{
				SCENE_LOCK_WRITE(PhysScene->GetPhysXScene(PST_Sync))
			}

			if (bHasBodiesInAsyncScene)
			{
				SCENE_LOCK_WRITE(PhysScene->GetPhysXScene(PST_Async))
			}
#endif

			// Iterate over each body
			for (int32 i = 0; i < Bodies.Num(); i++)
			{
				// If we have a physics body, and its kinematic...
				FBodyInstance* BodyInst = Bodies[i];
				check(BodyInst);

				if (bTeleport || (BodyInst->IsValidBodyInstance() && !BodyInst->IsInstanceSimulatingPhysics()))
				{
					const int32 BoneIndex = BodyInst->InstanceBoneIndex;

					// If we could not find it - warn.
					if (BoneIndex == INDEX_NONE || BoneIndex >= GetNumSpaceBases())
					{
						const FName BodyName = PhysicsAsset->BodySetup[i]->BoneName;
						UE_LOG(LogPhysics, Log, TEXT("UpdateRBBones: WARNING: Failed to find bone '%s' need by PhysicsAsset '%s' in SkeletalMesh '%s'."), *BodyName.ToString(), *PhysicsAsset->GetName(), *SkeletalMesh->GetName());
					}
					else
					{
#if WITH_PHYSX
						// update bone transform to world
						const FTransform BoneTransform = InSpaceBases[BoneIndex] * CurrentLocalToWorld;
						if(BoneTransform.ContainsNaN())
						{
							const FName BodyName = PhysicsAsset->BodySetup[i]->BoneName;
							UE_LOG(LogPhysics, Warning, TEXT("UpdateKinematicBonesToAnim: Trying to set transform with bad data %s on PhysicsAsset '%s' in SkeletalMesh '%s' for bone '%s'"), *BoneTransform.ToHumanReadableString(), *PhysicsAsset->GetName(), *SkeletalMesh->GetName(), *BodyName.ToString());
							continue;
						}					

						// If kinematic and not teleporting, set kinematic target
						PxRigidDynamic* PRigidDynamic = BodyInst->GetPxRigidDynamic_AssumesLocked();
						if (!IsRigidBodyNonKinematic_AssumesLocked(PRigidDynamic) && !bTeleport)
						{
							PhysScene->SetKinematicTarget_AssumesLocked(BodyInst, BoneTransform, true);
						}
						// Otherwise, set global pose
						else
						{
							const PxTransform PNewPose = U2PTransform(BoneTransform);
							ensure(PNewPose.isValid());
							PRigidDynamic->setGlobalPose(PNewPose);
						}
#endif


						// now update scale
						// if uniform, we'll use BoneTranform
						if (MeshScale3D.IsUniform())
						{
							// @todo UE4 should we update scale when it's simulated?
							BodyInst->UpdateBodyScale(BoneTransform.GetScale3D());
						}
						else
						{
							// @note When you have non-uniform scale on mesh base,
							// hierarchical bone transform can update scale too often causing performance issue
							// So we just use mesh scale for all bodies when non-uniform
							// This means physics representation won't be accurate, but
							// it is performance friendly by preventing too frequent physics update
							BodyInst->UpdateBodyScale(MeshScale3D);
						}
					}
				}
				else
				{
					//make sure you have physics weight or blendphysics on, otherwise, you'll have inconsistent representation of bodies
					// @todo make this to be kismet log? But can be too intrusive
					if (!bBlendPhysics && BodyInst->PhysicsBlendWeight <= 0.f && BodyInst->BodySetup.IsValid())
					{
						UE_LOG(LogPhysics, Warning, TEXT("%s(Mesh %s, PhysicsAsset %s, Bone %s) is simulating, but no blending. "),
							*GetName(), *GetNameSafe(SkeletalMesh), *GetNameSafe(PhysicsAsset), *BodyInst->BodySetup.Get()->BoneName.ToString());
					}
				}
			}

#if WITH_PHYSX
			// Unlock the scenes 
			if (bHasBodiesInSyncScene)
			{
				SCENE_UNLOCK_WRITE(PhysScene->GetPhysXScene(PST_Sync))
			}

			if (bHasBodiesInAsyncScene)
			{
				SCENE_UNLOCK_WRITE(PhysScene->GetPhysXScene(PST_Async))
			}
#endif
		}
	}
	else
	{
		//per poly update requires us to update all vertex positions
		if (MeshObject)