When reimporting a Skeletal Mesh that has LODs generated via the reduction tool, the editor will crash if the Skeletal Mesh Simplifier plugin is disabled.
This issue was originally reported on the following UDN: https://udn.unrealengine.com/s/question/0D52L00005PYQupSAH/crash-when-no-skeletal-reduction-plugin-available
UE4Editor-SkeletalMeshUtilitiesCommon.dll!FLODUtilities::RegenerateDependentLODs(USkeletalMesh * SkeletalMesh, int LODIndex) Line 2304
at D:\Build++UE4\Sync\Engine\Source\Developer\SkeletalMeshUtilitiesCommon\Private\LODUtilities.cpp(2304)
UE4Editor-MeshBuilder.dll!FSkeletalMeshBuilder::Build(USkeletalMesh * SkeletalMesh, const int LODIndex, const bool bRegenDepLODs) Line 213
at D:\Build++UE4\Sync\Engine\Source\Developer\MeshBuilder\Private\SkeletalMeshBuilder.cpp(213)
UE4Editor-MeshBuilder.dll!FMeshBuilderModule::BuildSkeletalMesh(USkeletalMesh * SkeletalMesh, const int LODIndex, const bool bRegenDepLODs) Line 53
at D:\Build++UE4\Sync\Engine\Source\Developer\MeshBuilder\Private\MeshBuilderModule.cpp(53)
UE4Editor-Engine.dll!FSkeletalMeshRenderData::Cache(const ITargetPlatform * TargetPlatform, USkeletalMesh * Owner) Line 266
at D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\SkeletalMeshRenderData.cpp(266)
UE4Editor-Engine.dll!USkeletalMesh::CacheDerivedData() Line 3563
at D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\SkeletalMesh.cpp(3563)
UE4Editor-Engine.dll!USkeletalMesh::Build() Line 1760
at D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\SkeletalMesh.cpp(1760)
UE4Editor-Engine.dll!USkeletalMesh::PostEditChangeProperty(FPropertyChangedEvent & PropertyChangedEvent) Line 1233
at D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\SkeletalMesh.cpp(1233)
UE4Editor-CoreUObject.dll!UObject::PostEditChange() Line 342
at D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Obj.cpp(342)
UE4Editor-Engine.dll!FScopedSkeletalMeshPostEditChange::~FScopedSkeletalMeshPostEditChange() Line 361
at D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\SkeletalMesh.cpp(361)
UE4Editor-UnrealEd.dll!UReimportFbxSkeletalMeshFactory::Reimport(UObject * Obj, int SourceFileIndex) Line 6690
at D:\Build++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\Factories\EditorFactories.cpp(6690)
UE4Editor-UnrealEd.dll!FReimportManager::Reimport(UObject * Obj, bool bAskForNewFileIfMissing, bool bShowNotification, FString PreferredReimportFile, FReimportHandler * SpecifiedReimportHandler, int SourceFileIndex, bool bForceNewFile, bool bAutomated) Line 374
at D:\Build++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\Editor.cpp(374)
I am not able to find world outliner how to enable it?
How to achieve HLSL Multiple Render Target in Material blueprints?
How does TextureRenderTarget2D get TArray<uint8> type data?
What properties of the progress bar can be used for drag and drop highlighting?
What property of the Slider is the image used when dragging?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
How does UMG set overlapping layouts?
How can i modify the param name in EQS node
What method is used to fill polygonal regions when drawing spline mesh at run time?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-110633 in the post.
0 |
Component | UE - Editor - Content Pipeline - Import and Export |
---|---|
Affects Versions | 4.26.1 |
Target Fix | 4.26.2 |
Created | Mar 12, 2021 |
---|---|
Resolved | Mar 17, 2021 |
Updated | Nov 30, 2022 |