Hi all,
I have a project built with UE 4.25.4 with the binary version. It has some static meshes that are reduced with the UE LOD system.
I need to port the game on consoles now so I must compile the UE 4.25.4 source code. The problem is that the map crashes as soon as it is loading; the following check is failing.
void TMeshSimplifier<T, NumAttributes>::InitCosts()
{
for( int i = 0; i < edges.Num(); i++ )
{
float cost = ComputeEdgeCollapseCost( &edges* );
check( FMath::IsFinite( cost ) );
edgeHeap.Add( cost, i );
}
}
if I remove that check I got another failing check in float TMeshSimplifier<T, NumAttributes>::ComputeNewVerts( TSimpEdge* edge, TArray< T, TInlineAllocator<16> >& newVerts )
check( quadrics.Num() <= 256 );
Does the binary and source versions manage mesh simplification in different ways? Any tip on how to solve it?
Thanks in advance