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Replacing a StaticMesh actor with a C++ class that extends AStaticMesh changes the selected static mesh asset. But making a blueprint of that static mesh and replacing using that instead doesn't change the selected static mesh asset.
Both options should keep the originally selected static mesh.
Also making a C++ class that extends ASkeletalMesh does not exhibit this issue.
Why does the REMOVE method of map container remove elements have memory leaks?
How does TextureRenderTarget2D get TArray<uint8> type data?
How to delete some elements correctly when deleting an array loop?
What is the difference between Camera and CineCamera?
Why RevisionControl connect failed in Unreal5.4 but Unreal5.3 success
为什么我的电脑无法安装ue,错误代码一直是IS-IN-BV05,该如何解决
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-30723 in the post.