// Copyright Epic Games, Inc. All Rights Reserved. #include "WaterZoneActorDesc.h" #if WITH_EDITOR #include "WaterZoneActor.h" FWaterZoneActorDesc::FWaterZoneActorDesc() : OverlapPriority(0) { } void FWaterZoneActorDesc::Init(const AActor* InActor) { FWorldPartitionActorDesc::Init(InActor); if (const AWaterZone* WaterZone = CastChecked(InActor)) { OverlapPriority = WaterZone->GetOverlapPriority(); } } void FWaterZoneActorDesc::Serialize(FArchive& Ar) { FWorldPartitionActorDesc::Serialize(Ar); Ar << OverlapPriority; } bool FWaterZoneActorDesc::Equals(const FWorldPartitionActorDesc* Other) const { if (FWorldPartitionActorDesc::Equals(Other)) { const FWaterZoneActorDesc* WaterZoneActorDesc = (FWaterZoneActorDesc*)Other; return OverlapPriority == WaterZoneActorDesc->OverlapPriority; } return false; } #endif