Initialization of NumStreamedMips_SkeletalMesh

when streaming an asset with AssetType == AT_SkeletalMesh, NumStreamedMips was setted with NumStreamedMips_SkeletalMesh

	int32 GetNumStreamedMipsArray(FStreamingRenderAsset::EAssetType AssetType, const int32*& OutArray)
	{
		switch (AssetType)
		{
		case FStreamingRenderAsset::AT_Texture:
			OutArray = NumStreamedMips_Texture;
			return TEXTUREGROUP_MAX;
		case FStreamingRenderAsset::AT_StaticMesh:
			OutArray = NumStreamedMips_StaticMesh.GetData();
			return NumStreamedMips_StaticMesh.Num();
		case FStreamingRenderAsset::AT_SkeletalMesh:
			OutArray = NumStreamedMips_SkeletalMesh.GetData();
			return NumStreamedMips_SkeletalMesh.Num();
		default:
			check(false);
			OutArray = nullptr;
			return -1;
		}
	}

but NumStreamedMips_SkeletalMesh was initialization as

// TODO: NumStreamedMips_StaticMesh, NumStreamedMips_SkeletalMesh
NumStreamedMips_StaticMesh.Empty(1);
NumStreamedMips_StaticMesh.Add(INT32_MAX);
NumStreamedMips_SkeletalMesh.Empty(1);
NumStreamedMips_SkeletalMesh.Add(INT32_MAX);

MinAllowedMips was computed by

	check(LODGroup < NumLODGroups);
	if (NumStreamedMips[LODGroup] > 0)
	{
		MinAllowedMips = FMath::Clamp<int32>(MipCount - NumStreamedMips[LODGroup], NumNonStreamingMips, MaxAllowedMips);
	}
	else
	{
		MinAllowedMips = NumNonStreamingMips;
	}

in function FStreamingRenderAsset::UpdateDynamicData(…) . Obviously, MinAllowedMips = 0,
while it causes check(MinAllowedMips >= 1) failed in function FStreamingRenderAsset::GetWantedMipsFromSize(…)

so NumStreamedMips_SkeletalMesh should not be initialized with INT32_MAX?