From 2b94af22ad6f464d2ca4c77e22ea30513e2b8f4d Mon Sep 17 00:00:00 2001 From: Mamadou Babaei Date: Thu, 1 Jun 2023 23:26:36 +0200 Subject: [PATCH] fix a critical Android crash that happens where the default development hand meshes are not found --- CHANGELOG.md | 8 ++++++++ .../SenseGlove/Components/SGVirtualHandComponent.cpp | 9 ++++++++- 2 files changed, 16 insertions(+), 1 deletion(-) diff --git a/CHANGELOG.md b/CHANGELOG.md index 7cb60283..8f218e10 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -5,6 +5,14 @@ All notable changes to this project will be documented in this file. The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/), and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html). +## [Unreleased] + +This is a hotfix release addressing a critical Android crash. + +### Fixed + +- Fix a critical Android crash that happens where the default development hand meshes are not found, which means almost always since we don't ship any default virtual hand mesh at the moment. + ## [1.4.2] - 2023-06-01 This is a hotfix release addressing a few critical issues. diff --git a/Source/SenseGlove/Private/SenseGlove/Components/SGVirtualHandComponent.cpp b/Source/SenseGlove/Private/SenseGlove/Components/SGVirtualHandComponent.cpp index 977fb862..51be026e 100644 --- a/Source/SenseGlove/Private/SenseGlove/Components/SGVirtualHandComponent.cpp +++ b/Source/SenseGlove/Private/SenseGlove/Components/SGVirtualHandComponent.cpp @@ -580,7 +580,14 @@ USkeletalMesh* USGVirtualHandComponent::FImpl::LoadDefaultMesh() const void USGVirtualHandComponent::FImpl::SetDefaultMesh() const { - Owner->SetSkeletalMesh(LoadDefaultMesh(), true); + // FIXME + // Since we dont ship a default virtual hand mesh at the moment, calling SetDefaultMesh causes the following failed + // assertion due the fact that the engine won't be able to find the asset at the default location: + // Assertion failed: IsInGameThread() + // Unable to load /SenseGlove/Meshes/SK_SenseGlove_VirtualHand_*. Objects and Packages can only be loaded from the + // One workaround would be disabling the async loading or as an alternative simply disabling this portion of the + // code should be a good-enough fix until we address this issue in it's own time. + //Owner->SetSkeletalMesh(LoadDefaultMesh(), true); } USkeletalMesh* USGVirtualHandComponent::FImpl::GetMesh() const