Files
UnrealEngine/Engine/Plugins/Experimental/Water/Source/Runtime/Private/WaterBodyCustomActor.cpp
2025-05-18 13:04:45 +08:00

47 lines
1.3 KiB
C++

// 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<UWaterBodyCustomComponent>(WaterBodyComponent);
if (CustomGenerator_DEPRECATED)
{
CustomComponent->MeshComp = CustomGenerator_DEPRECATED->MeshComp;
}
}
#endif // WITH_EDITORONLY_DATA
}
// ----------------------------------------------------------------------------------
UDEPRECATED_CustomMeshGenerator::UDEPRECATED_CustomMeshGenerator(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}