Moving object removes fluid while using the FLIP Fluid add on I have a ball that moves through an inverted obstacle (it has the shape of the letter 'P'). When the ball moves through the liquid, it doesn't seem to move and push the liquid, but it appears to remove it. As a result, when the liquid comes to rest, the amount of liquid is obviously way less.

The balls movement is done using keyframes on its position. The liquid is there from the start of the scene using a Fluid object. So part of my inverted object is filled with liquid. There are no inflows or outflows in the scene.
Is there a setting I have turned the wrong way or is there another reason why this behaviour is happening?
My current settings are
Blender frame rate: 24
FLIP Fluid frame rate: 24
Resolution: 200
Min and max substeps: 1 and 24
Enable Adaptive Time Stepping for Objects: on
Fluid settings: all default
Ball object settings - Export Animated Mesh: on

I have run the simulation with a min substeps amount of 6, but that didn't change anything.
This issue is caused a bug in FLIP Fluids addon versions 1.0.7 or lower that can result in regular obstacles not interacting properly with the liquid if there is an inverted obstacle present in the scene. This issue has been fixed and this fix is included in FLIP Fluids version 1.0.8 or later. This version is available on the Blender Market, in our Free Trial, and on our GitHub project page.