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

This commit is contained in:
Mamadou Babaei
2023-06-01 23:30:52 +02:00
parent c276a6ef40
commit fee9657be4
2 changed files with 16 additions and 1 deletions
+8
View File
@@ -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/), 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). 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 ## [1.4.2] - 2023-06-01
This is a hotfix release addressing a few critical issues. This is a hotfix release addressing a few critical issues.
@@ -580,7 +580,14 @@ USkeletalMesh* USGVirtualHandComponent::FImpl::LoadDefaultMesh() const
void USGVirtualHandComponent::FImpl::SetDefaultMesh() 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 USkeletalMesh* USGVirtualHandComponent::FImpl::GetMesh() const