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Fixes for crashes introduced by optimization in 2674041
[CL 2675027 by Dan Oconnor in Main branch]
This commit is contained in:
committed by
Dan.OConnor@epicgames.com
parent
93f2deb618
commit
2f0b2c251a
@@ -93,7 +93,7 @@ void UK2Node_BaseAsyncTask::AllocateDefaultPins()
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}
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bool bAllPinsGood = true;
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UFunction* Function = ProxyFactoryClass->FindFunctionByName(ProxyFactoryFunctionName);
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UFunction* Function = ProxyFactoryClass ? ProxyFactoryClass->FindFunctionByName(ProxyFactoryFunctionName) : nullptr;
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if (Function)
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{
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TSet<FString> PinsToHide;
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@@ -277,16 +277,16 @@ bool UK2Node_LatentGameplayTaskCall::IsSpawnVarPin(UEdGraphPin* Pin)
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bool UK2Node_LatentGameplayTaskCall::ValidateActorSpawning(class FKismetCompilerContext& CompilerContext, bool bGenerateErrors)
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{
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FName ProxyPrespawnFunctionName = *FK2Node_LatentAbilityCallHelper::BeginSpawnFuncName;
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UFunction* PreSpawnFunction = ProxyFactoryClass->FindFunctionByName(ProxyPrespawnFunctionName);
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UFunction* PreSpawnFunction = ProxyFactoryClass ? ProxyFactoryClass->FindFunctionByName(ProxyPrespawnFunctionName) : nullptr;
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FName ProxyPostpawnFunctionName = *FK2Node_LatentAbilityCallHelper::FinishSpawnFuncName;
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UFunction* PostSpawnFunction = ProxyFactoryClass->FindFunctionByName(ProxyPostpawnFunctionName);
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UFunction* PostSpawnFunction = ProxyFactoryClass ? ProxyFactoryClass->FindFunctionByName(ProxyPostpawnFunctionName) : nullptr;
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FName ProxyPrespawnArrayFunctionName = *FK2Node_LatentAbilityCallHelper::BeginSpawnArrayFuncName;
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UFunction* PreSpawnArrayFunction = ProxyFactoryClass->FindFunctionByName(ProxyPrespawnArrayFunctionName);
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UFunction* PreSpawnArrayFunction = ProxyFactoryClass ? ProxyFactoryClass->FindFunctionByName(ProxyPrespawnArrayFunctionName) : nullptr;
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FName ProxyPostpawnArrayFunctionName = *FK2Node_LatentAbilityCallHelper::FinishSpawnArrayFuncName;
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UFunction* PostSpawnArrayFunction = ProxyFactoryClass->FindFunctionByName(ProxyPostpawnArrayFunctionName);
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UFunction* PostSpawnArrayFunction = ProxyFactoryClass ? ProxyFactoryClass->FindFunctionByName(ProxyPostpawnArrayFunctionName) : nullptr;
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bool HasClassParameter = GetClassPin() != nullptr;
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bool HasPreSpawnFunc = PreSpawnFunction != nullptr;
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@@ -337,16 +337,16 @@ bool UK2Node_LatentGameplayTaskCall::ValidateActorSpawning(class FKismetCompiler
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bool UK2Node_LatentGameplayTaskCall::ValidateActorArraySpawning(class FKismetCompilerContext& CompilerContext, bool bGenerateErrors)
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{
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FName ProxyPrespawnFunctionName = *FK2Node_LatentAbilityCallHelper::BeginSpawnFuncName;
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UFunction* PreSpawnFunction = ProxyFactoryClass->FindFunctionByName(ProxyPrespawnFunctionName);
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UFunction* PreSpawnFunction = ProxyFactoryClass ? ProxyFactoryClass->FindFunctionByName(ProxyPrespawnFunctionName) : nullptr;
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FName ProxyPostpawnFunctionName = *FK2Node_LatentAbilityCallHelper::FinishSpawnFuncName;
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UFunction* PostSpawnFunction = ProxyFactoryClass->FindFunctionByName(ProxyPostpawnFunctionName);
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UFunction* PostSpawnFunction = ProxyFactoryClass ? ProxyFactoryClass->FindFunctionByName(ProxyPostpawnFunctionName) : nullptr;
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FName ProxyPrespawnArrayFunctionName = *FK2Node_LatentAbilityCallHelper::BeginSpawnArrayFuncName;
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UFunction* PreSpawnArrayFunction = ProxyFactoryClass->FindFunctionByName(ProxyPrespawnArrayFunctionName);
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UFunction* PreSpawnArrayFunction = ProxyFactoryClass ? ProxyFactoryClass->FindFunctionByName(ProxyPrespawnArrayFunctionName) : nullptr;
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FName ProxyPostpawnArrayFunctionName = *FK2Node_LatentAbilityCallHelper::FinishSpawnArrayFuncName;
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UFunction* PostSpawnArrayFunction = ProxyFactoryClass->FindFunctionByName(ProxyPostpawnArrayFunctionName);
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UFunction* PostSpawnArrayFunction = ProxyFactoryClass ? ProxyFactoryClass->FindFunctionByName(ProxyPostpawnArrayFunctionName) : nullptr;
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bool HasClassParameter = GetClassToSpawn() != nullptr;
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bool HasPreSpawnFunc = PreSpawnFunction != nullptr;
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@@ -593,10 +593,10 @@ void UK2Node_LatentGameplayTaskCall::ExpandNode(class FKismetCompilerContext& Co
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// ------------------------------------------------------------------------------------------
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FName ProxyPrespawnFunctionName = bValidatedActorArraySpawn ? *FK2Node_LatentAbilityCallHelper::BeginSpawnArrayFuncName : *FK2Node_LatentAbilityCallHelper::BeginSpawnFuncName;
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UFunction* PreSpawnFunction = ProxyFactoryClass->FindFunctionByName(ProxyPrespawnFunctionName);
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UFunction* PreSpawnFunction = ProxyFactoryClass ? ProxyFactoryClass->FindFunctionByName(ProxyPrespawnFunctionName) : nullptr;
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FName ProxyPostpawnFunctionName = bValidatedActorArraySpawn ? *FK2Node_LatentAbilityCallHelper::FinishSpawnArrayFuncName : *FK2Node_LatentAbilityCallHelper::FinishSpawnFuncName;
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UFunction* PostSpawnFunction = ProxyFactoryClass->FindFunctionByName(ProxyPostpawnFunctionName);
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UFunction* PostSpawnFunction = ProxyFactoryClass ? ProxyFactoryClass->FindFunctionByName(ProxyPostpawnFunctionName) : nullptr;
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if (PreSpawnFunction == nullptr)
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{
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