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fixed non indexed meshes
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Source/glTFRuntime/Private/glTFRuntimeParserStaticMeshes.cpp

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -302,9 +302,9 @@ UStaticMesh* FglTFRuntimeParser::LoadStaticMesh_Internal(TSharedRef<FglTFRuntime
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ParallelFor(NumVertexInstancesPerSection, [&](const int32 VertexInstanceSectionIndex)
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{
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uint32 VertexIndex = Primitive.Indices[VertexInstanceSectionIndex];
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LODIndices[VertexInstanceBaseIndex + VertexInstanceSectionIndex] = VertexInstanceBaseIndex + VertexInstanceSectionIndex;
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LODIndices[VertexInstanceBaseIndex + VertexInstanceSectionIndex] = VertexBaseIndex + VertexInstanceSectionIndex;
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FStaticMeshBuildVertex& StaticMeshVertex = StaticMeshBuildVertices[VertexInstanceBaseIndex + VertexInstanceSectionIndex];
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FStaticMeshBuildVertex& StaticMeshVertex = StaticMeshBuildVertices[VertexBaseIndex + VertexInstanceSectionIndex];
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#if ENGINE_MAJOR_VERSION > 4
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StaticMeshVertex.Position = FVector3f(GetSafeValue(Primitive.Positions, VertexIndex, FVector::ZeroVector, bMissingIgnore));

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