diff --git a/Source/Engine/Level/Actors/Camera.cpp b/Source/Engine/Level/Actors/Camera.cpp index 9f33d0907..b059b9f40 100644 --- a/Source/Engine/Level/Actors/Camera.cpp +++ b/Source/Engine/Level/Actors/Camera.cpp @@ -208,7 +208,7 @@ Ray Camera::ConvertMouseToRay(const Float2& mousePosition) const Ray Camera::ConvertMouseToRay(const Float2& mousePosition, const Viewport& viewport) const { Vector3 position = GetPosition(); - if (viewport.Width < ZeroTolerance || viewport.Height < ZeroTolerance) + if (viewport.Width < ZeroTolerance || viewport.Height < ZeroTolerance || mousePosition.IsNaN()) return Ray(position, GetDirection()); // Use different logic in orthographic projection