[2016.05.19-11.21.43:146][190]LogSkinnedMeshComp:Warning: GetSocketByName(): No SkeletalMesh for TheMesh
This message gets repeated in the output logs constantly, even when I am not running a map, even in the editor. When I turn off my code in the construction script it stops. Is that because some things are not initialized yet?
After some investigating it appears the mesh not having an actual mesh assigned is causing the warning.
I have the same problem.
Appears even if you switch to the blueprint tab with the problem actor . Even if the map is not running.
There are two methods that can give this warning:
USkinnedMeshComponent::GetSocketInfoByName
USkinnedMeshComponent::GetSocketByName
One of them(or both dunno) executes internally (in my case).
If you don’t have SkelMesh and have overridden the socket, a warning will appear.
Very easily to reproduse. You need 2 skeletal mesh comp.
SkelMeshComp1 - skeletal component mesh with empty skel mesh
SkelMeshComp2 - any skel mesh with “SomeSocket”
Then in constructor(components must of course be created):
SkelMeshComp1->SetupAttachment(SkelMeshComp2, “SomeSocket”);
In my case, there were so many warnings that the editor slowed down a bit. Big problem for modular characters. But dont exist if do it all from blueprints(override socket most importantly) and not from c++.
This error started happening for me in 5.7 for all Skeletal Meshes with No Skeletal mesh set.
If I give it a dummy from the Engine Source the warning goes away. The default player pawn includes a SK Mesh but if you don’t require it for the Actor then you get a warning I will get 5 spam messages every time these Actors are created.
This warning message is repeated 5x every time.
LogSkinnedMeshComp: Warning: GetSocketByName(None): No SkeletalMesh for Component(CharacterMesh0) Actor “+ADD YOUR ACTOR NAME HERE”
Never happened in any other version of the engine.