USkeletalMeshComponent::SkeletalMeshAsset is transient so it seems that any modified value that is set via the level details panel on an existing actor is lost. We deal with this same problem for other transient values via FSkeletalMeshComponentInstanceData so should probably do the same for SkeletalMeshAsset
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
How does UMG set overlapping layouts?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
How can i modify the param name in EQS node
How to achieve HLSL Multiple Render Target in Material blueprints?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-218988 in the post.
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Component | UE - Anim - Runtime |
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Target Fix | 5.5 |
Fix Commit | 35191113 |
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Created | Jun 27, 2024 |
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Resolved | Oct 31, 2024 |
Updated | Nov 23, 2024 |