fix a critical Android crash that happens where the default development hand meshes could not be found
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@@ -577,7 +577,15 @@ USkeletalMesh* USGVirtualHandComponent::FImpl::LoadDefaultMesh() const
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void USGVirtualHandComponent::FImpl::SetDefaultMesh() const
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{
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Owner->SetSkeletalMesh(LoadDefaultMesh(), true);
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// FIXME
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// Since we don't ship a default virtual hand mesh at the moment, calling SetDefaultMesh causes the following
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// failed assertion due the fact that the engine won't be able to find the asset at the default location:
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// Assertion failed: IsInGameThread()
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// Unable to load /SenseGlove/Meshes/SK_SenseGlove_VirtualHand_*. Objects and Packages can only be loaded from the
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// game thread with the currently active loader '%s'.
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// One workaround would be disabling the async loading or as an alternative simply disabling this portion of the
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// code should be a good-enough fix until we address this issue in its own time.
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//Owner->SetSkeletalMesh(LoadDefaultMesh(), true);
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}
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USkeletalMesh* USGVirtualHandComponent::FImpl::GetMesh() const
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