[SOLVED] GDX Bullet - Referencing a rigid body stops all motion

This is probably simple to fix, but I’ve noticed a few times and I wanted to start a topic about it. I understand LibGDX uses bullet through the JNI, and this could simply be some sort of reference issue, but I’m curious how I would fix it.

for(Player node : world.getConnectedPlayers().values()){
    final btRigidBody body = node.getBody();
    if(body.checkCollideWith(getBody()))
        collidingPlayers.add(node);
}

Specifically in this case, the players are contacting a body with a no collision response flag ([icode]btCollisionObject.CollisionFlags.CF_NO_CONTACT_RESPONSE[/icode]). The code above is to check if the players are colliding with the body, the problem is the colliding body ([icode]node.getBody()[/icode]) stops moving immediately and wont respond.

If anyone’s able to help I’d love to reward some fake internet points :wink:

EDIT: Some more notes, [icode]body.activate()[/icode] and [icode]getBody().activate[/icode] does nothing…