Summary
I want to know why after using the new import framework in UE5.5, the FSkeletalMeshLODModel::ActiveBoneIndices in the re-overwritten skeletalmesh file will not be cleared and then new values will be added.
The code FMeshUtilities::BuildSkeletalModelFromChunks will clear Section and IndefexBuffer at the beginning, and the final call to USkeletalMesh::CalculateRequiredBones will also clear RequiredBones.
When reimporting the previous 5.1 version, a new one will be created in FFbxImporter::ImoportSkeletalMesh, which will naturally be cleared.
This leads to a problem: if the re-imported Skeletal Mesh uses fewer bones, the index values of ActiveBoneIndices will be retained beyond SkeletalMesh::RefSkeleton::GetNum(), but what is the actual use of these retained values?
Please select what you are reporting on:
Creative
What Type of Bug are you experiencing?
Assets
Steps to Reproduce
- import a skeletal mesh(fbx)
- edit mesh in 3ds max, use less bone
- reimport/override the mesh .
Expected Result
all the values in USkeletalMesh::GetResourceForRendering()->LODRenderData[i].ActiveBoneIndices are valid
Observed Result
USkeletalMesh::GetResourceForRendering()->LODRenderData[i].ActiveBoneIndices has some values that exceed
SkeletalMesh::RefSkeleton::GetNum()
Platform(s)
windows 11