// Copyright Epic Games, Inc. All Rights Reserved. #include "WaterBodyCustomActor.h" #include "WaterBodyCustomComponent.h" #include "UObject/FortniteMainBranchObjectVersion.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(WaterBodyCustomActor) #if WITH_EDITOR #endif // ---------------------------------------------------------------------------------- AWaterBodyCustom::AWaterBodyCustom(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { WaterBodyType = EWaterBodyType::Transition; #if WITH_EDITORONLY_DATA bAffectsLandscape_DEPRECATED = false; #endif } void AWaterBodyCustom::PostLoad() { Super::PostLoad(); #if WITH_EDITORONLY_DATA if (GetLinkerCustomVersion(FFortniteMainBranchObjectVersion::GUID) < FFortniteMainBranchObjectVersion::WaterBodyComponentRefactor) { UWaterBodyCustomComponent* CustomComponent = CastChecked(WaterBodyComponent); if (CustomGenerator_DEPRECATED) { CustomComponent->MeshComp = CustomGenerator_DEPRECATED->MeshComp; } } #endif // WITH_EDITORONLY_DATA } // ---------------------------------------------------------------------------------- UDEPRECATED_CustomMeshGenerator::UDEPRECATED_CustomMeshGenerator(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { }