I am having an issue when adding a Static Mesh to a Pawn, the Pawn works fine and runs all nodes in the event graph until a static mesh is added anywhere in the pawn. after that, nothing runs until i then take the static mesh back out.
The odd thing is that the pawn still works when a blank static mesh object is added to it, but only whilst it is blank and when a mesh is then assigned to the static mesh it stops working again.
cant come up with anything, it looks simple enough to be broken by just a mesh. what if you use the debug filter? where does it stops working? the only reason of it not working is that the arrays lengths become 0 (as strange as it sounds), maybe a simple debug with that in mind?
The pawn itself is a pawn setup for a Vive and therefore i have set the base eye height to 0, this is the only default that has been changed. The mesh i am using is a super low poly child attempt at a gun just to get an eye for scale however any mesh i chose has this same issue and has since i began this project before adding the nodes to the graph