fix a critical Android crash that happens where the default development hand meshes could not be found

This commit is contained in:
Mamadou Babaei
2024-08-16 18:01:40 +02:00
parent 7a8404d63f
commit 563c803741
@@ -577,7 +577,15 @@ USkeletalMesh* USGVirtualHandComponent::FImpl::LoadDefaultMesh() const
void USGVirtualHandComponent::FImpl::SetDefaultMesh() const
{
Owner->SetSkeletalMesh(LoadDefaultMesh(), true);
// FIXME
// Since we don't 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
// game thread with the currently active loader '%s'.
// 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 its own time.
//Owner->SetSkeletalMesh(LoadDefaultMesh(), true);
}
USkeletalMesh* USGVirtualHandComponent::FImpl::GetMesh() const