Apologies if this has already been fixed, but I've run into a pretty consistent problem of skeletal mesh decorations crashing the game when I look at them after loading a save. Testing the same meshes in UT, the crash does not occur. I can avoid making decorations with skeletal meshes, but the real issue is when a pawn with a skeletal mesh is killed.
My steps were: put down a knife in a map, give it a skeletal mesh, open the map in Unreal, look away from the decoration, save the game, quit, load the game, look at the decoration. Alternatively, I would place a pawn with a skeletal mesh into a map and kill it - but unlike saves with the knife, which crash 100% of the time, saves with skeletal mesh corpses seem to work on a rare occasion.
A few things I've ruled out:
-Improper material names (e.g. skin1 instead of skin01)
-Models not being vertex-welded before being exported
-Skeletons not following the traditional "Bip01" naming convention
-A model having a high polycount
The error in the log:
Critical: USkeletalMeshInstance::UpdateSkeletalFrame
Critical: URender::DrawLodMesh
Critical: (SkeletalMesh SkeletalSlith.SkeletalSlithMesh)
Critical: DrawMesh
Critical: URender::DrawActorSprite
Critical: URender::DrawFrame
Critical: URender::DrawWorld
Critical: UGameEngine::Draw
Critical: UWindowsViewport::Repaint
Critical: UWindowsClient::Tick
Critical: ClientTick
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Executing UObject::StaticShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Exit: UALAudioSubsystem::ShutdownAfterError
Log: DirectDraw End Mode
Exit: UOpenGLRenderDevice::ShutdownAfterError
Log: Resetting gamma
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 08/31/20 18:01:38