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

52 lines
1.6 KiB
C++

// 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<UWaterBodyRiverComponent>(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)
{
}