This is affected by loading order.
In the case, display mesh was loaded firstly and try to build collision mesh form complex collision mesh asset. But the collision mesh didn't finished to make RenderData.
UStaticMesh::ContainsPhysicsTriMeshData returns nullptr, so the display mesh lose the collision mesh.
To Call ConditionalPostLoad on the collision mesh before building the collision on the display mesh can fix this issue.
// code placeholder bool UStaticMesh::ContainsPhysicsTriMeshData(bool bInUseAllTriData) const { #if WITH_EDITORONLY_DATA if (ComplexCollisionMesh && ComplexCollisionMesh != this) { ComplexCollisionMesh->ConditionalPostLoad(); // !!! please add this line !!! return ComplexCollisionMesh->ContainsPhysicsTriMeshData(bInUseAllTriData);
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-88957 in the post.
4 |
Component | UE - LD & Modeling - Modeling Tools - Mesh Editing |
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Affects Versions | 4.23, 4.24 |
Target Fix | 4.27 |
Created | Feb 18, 2020 |
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Resolved | Jan 7, 2021 |
Updated | Apr 28, 2021 |