Hello,
One of my co-workers came to me today for support with a crash and having investigated it I was able to deduce that it happens when a skeletal mesh has a deformer present and then nanite support is enabled and applied. (the deformer in question was hsasset://DeformerGraph/Deformers/DG_LinearBlendSkin_Morph_Cloth_RecomputeNormals)
This causes a crash within FSkeletalMeshDeformerHelpers::GetClothBuffersForReading() as its doing a static cast on the FSkeletalMeshObject and is assuming its a FSkeletalMeshObjectGPUSkin where as its actually a FSkeletalMeshObjectNanite. It then tries to use the incorrectly converted object and crashes.
For now I’ve told my co-worker to clear the deformer before enabling nanite but it obviously shouldnt crash and (forgive me for my lack of knowledge, I’m a gameplay coder) I dont know if that means they are losing functionality they require from the deformer. (maybe nanite provides an alternative? Or there is a different set of deformers that replaces the older ones?)
Can anyone provide some information to assist?
Cheers
Paul
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