Physics Assets & Skeletons referenced by the skeletal mesh will load materials & textures from their default skeletal meshes into the statistics window. Either the statistics window is incorrect about which textures are actually loaded, or the Statistics window is correct and we are loading textures that are not used.
This was reported and tested in 4.22.1 (CL-6063286). This was reproduced in 4.21.2 (CL-4753647) and Main 4.23 (CL-6191074)
Results: Observe that the textures from the first skeletal mesh are present, despite only the second skeletal mesh existing in the scene.
Expected: Only textures that are used by the materials assigned to the skeletal mesh in the scene should loaded. The skeleton's default skeletal mesh & physics assets do not need to load materials & textures.
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 can i modify the param name in EQS node
How does TextureRenderTarget2D get TArray<uint8> type data?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
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-74055 in the post.
4 |
Component | UE - Foundation - Core - UObject |
---|---|
Affects Versions | 4.23, 4.21.2, 4.22.1 |
Created | May 1, 2019 |
---|---|
Resolved | May 6, 2019 |
Updated | May 23, 2019 |