// Copyright Epic Games, Inc. All Rights Reserved. #include "WaterBodyLakeActor.h" #include "Components/StaticMeshComponent.h" #include "WaterBodyLakeComponent.h" #include "LakeCollisionComponent.h" #include "UObject/FortniteMainBranchObjectVersion.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(WaterBodyLakeActor) #if WITH_EDITOR #endif // ---------------------------------------------------------------------------------- AWaterBodyLake::AWaterBodyLake(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { WaterBodyType = EWaterBodyType::Lake; } void AWaterBodyLake::PostLoad() { Super::PostLoad(); #if WITH_EDITORONLY_DATA if (GetLinkerCustomVersion(FFortniteMainBranchObjectVersion::GUID) < FFortniteMainBranchObjectVersion::WaterBodyComponentRefactor) { UWaterBodyLakeComponent* LakeComponent = CastChecked(WaterBodyComponent); if (LakeGenerator_DEPRECATED) { LakeComponent->LakeMeshComp = LakeGenerator_DEPRECATED->LakeMeshComp; if (LakeComponent->LakeMeshComp) { LakeComponent->LakeMeshComp->SetupAttachment(LakeComponent); } LakeComponent->LakeCollision = LakeGenerator_DEPRECATED->LakeCollision; if (LakeComponent->LakeCollision) { LakeComponent->LakeCollision->SetupAttachment(LakeComponent); } } } #endif // WITH_EDITORONLY_DATA } // ---------------------------------------------------------------------------------- UDEPRECATED_LakeGenerator::UDEPRECATED_LakeGenerator(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { }