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