// Copyright Epic Games, Inc. All Rights Reserved. #include "WaterBodyRiverActor.h" #include "WaterBodyRiverComponent.h" #include "Components/SplineMeshComponent.h" #include "UObject/FortniteMainBranchObjectVersion.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(WaterBodyRiverActor) #if WITH_EDITOR #endif // ---------------------------------------------------------------------------------- AWaterBodyRiver::AWaterBodyRiver(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { WaterBodyType = EWaterBodyType::River; } void AWaterBodyRiver::PostLoad() { Super::PostLoad(); #if WITH_EDITORONLY_DATA if (GetLinkerCustomVersion(FFortniteMainBranchObjectVersion::GUID) < FFortniteMainBranchObjectVersion::WaterBodyComponentRefactor) { UWaterBodyRiverComponent* RiverComponent = CastChecked(WaterBodyComponent); RiverComponent->SetLakeTransitionMaterial(LakeTransitionMaterial_DEPRECATED); RiverComponent->SetOceanTransitionMaterial(OceanTransitionMaterial_DEPRECATED); if (RiverGenerator_DEPRECATED) { RiverComponent->SplineMeshComponents = MoveTemp(RiverGenerator_DEPRECATED->SplineMeshComponents); for (USplineMeshComponent* SplineMeshComponent : RiverComponent->SplineMeshComponents) { if (SplineMeshComponent) { SplineMeshComponent->SetupAttachment(RiverComponent); } } } } #endif // WITH_EDITORONLY_DATA } // ---------------------------------------------------------------------------------- UDEPRECATED_RiverGenerator::UDEPRECATED_RiverGenerator(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { }