message: gltfio: be graceful when model has > 4 weights per vert.
  We now handle "too many bone weights" in the same way that we handle
  "too many UV sets".  i.e. emit an error message and do not panic.
  This change allows us to render the model in quite reasonably.
  Fixes
diff: @@ -634,6 +634,14 @@ bool FAssetLoader::createPrimitive(const cgltf_primitive* inPrim, Primitive* out
  utils::slog.e << "Unrecognized vertex semantic in " << name << utils::io::endl;
  return false;
  }
  + if (atype == cgltf_attribute_type_weights && index > 0) {
  + utils::slog.e << "Too many bone weights in " << name << utils::io::endl;
  + continue;
  + }
  + if (atype == cgltf_attribute_type_joints && index > 0) {
  + utils::slog.e << "Too many joints in " << name << utils::io::endl;
  + continue;
  + }
  if (atype == cgltf_attribute_type_texcoord) {
  if (index >= UvMapSize) {
  utils::slog.e << "Too many texture coordinate sets in " << name << utils::io::endl;
  