fix a critical Android crash that happens where the default development hand meshes are not found
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@@ -5,6 +5,14 @@ All notable changes to this project will be documented in this file.
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The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
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The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
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and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
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and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
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## [Unreleased]
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This is a hotfix release addressing a critical Android crash.
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### Fixed
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- 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.
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## [1.4.2] - 2023-06-01
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## [1.4.2] - 2023-06-01
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This is a hotfix release addressing a few critical issues.
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This is a hotfix release addressing a few critical issues.
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@@ -580,7 +580,14 @@ USkeletalMesh* USGVirtualHandComponent::FImpl::LoadDefaultMesh() const
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void USGVirtualHandComponent::FImpl::SetDefaultMesh() const
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void USGVirtualHandComponent::FImpl::SetDefaultMesh() const
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{
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{
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Owner->SetSkeletalMesh(LoadDefaultMesh(), true);
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// FIXME
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// Since we dont ship a default virtual hand mesh at the moment, calling SetDefaultMesh causes the following failed
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// 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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// 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 it's own time.
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//Owner->SetSkeletalMesh(LoadDefaultMesh(), true);
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}
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}
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USkeletalMesh* USGVirtualHandComponent::FImpl::GetMesh() const
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USkeletalMesh* USGVirtualHandComponent::FImpl::GetMesh() const
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