Fix crash when contact was not read properly
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@@ -117,9 +117,7 @@ void SimulationEventCallback::onContact(const PxContactPairHeader& pairHeader, c
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{
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// Skip sending events to removed actors
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if (pairHeader.flags & (PxContactPairHeaderFlag::eREMOVED_ACTOR_0 | PxContactPairHeaderFlag::eREMOVED_ACTOR_1))
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{
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return;
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}
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Collision c;
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PxContactPairExtraDataIterator j(pairHeader.extraDataStream, pairHeader.extraDataStreamSize);
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@@ -193,7 +191,7 @@ void SimulationEventCallback::onContact(const PxContactPairHeader& pairHeader, c
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RemovedCollisions.Add(c);
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}
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}
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ASSERT(!j.nextItemSet());
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//ASSERT(!j.nextItemSet());
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}
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void SimulationEventCallback::onTrigger(PxTriggerPair* pairs, PxU32 count)
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