Hi,
I’m moving some UI particle system code from 4.27 to 5.0.3. I fixed a few things in USlateVectorArtData (such as the infamous crash on save) previously as I had the engine source. In my new download of 5.0.3 it seems that the static mesh is never getting initialized and saved into the asset, due to the fact that the code is commented out…
In the engine code I previously modified, I had guarded this in a nullptr check, so we don’t dereference MeshAsset if it is null. Commenting it out in this release build completely breaks the asset and therefore I can’t progress with my particle system code.
Because most of the properties and functions in USlateVectorArtData are private, I can’t even create an inheritor of USlateVectorArtData that overrides (and hides) USlateVectorArtData::EnsureValidData, as I cannot call InitFromStaticMesh to get around the problem.
This was the engine change that broke things - https://github.com/EpicGames/UnrealEngine/commit/2a446b75cd716298b17d5b20ba38ceb46ff9bb42
I have created a pull request here: https://github.com/EpicGames/UnrealEngine/pull/9479
-J