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2025-05-18 13:04:45 +08:00

54 lines
1.5 KiB
C++

// 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<UWaterBodyLakeComponent>(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)
{
}