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
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 | Jul 30, 2024 |
Updated | Aug 5, 2024 |