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Heading off some potential blueprints issues that came out of a merge (fixing it up so that we properly pass the Blueprint ExportObject along in a circular load situation).
#codereview Maciej.Mroz [CL 2240272 by Mike Beach in Main branch]
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@@ -111,7 +111,7 @@ bool ULinkerLoad::RegenerateBlueprintClass(UClass* LoadClass, UObject* ExportObj
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FPreloadMembersHelper::PreloadMembers(BlueprintObject);
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// recurse into this function for this parent class;
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// 'ClassDefaultObject' should be the class's original ExportObject
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RegenerateBlueprintClass(Class, BlueprintObject);
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RegenerateBlueprintClass(Class, Class->ClassDefaultObject);
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}
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}
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@@ -2736,6 +2736,7 @@ void ULinkerLoad::Preload( UObject* Object )
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if ( Object->HasAnyFlags(RF_ClassDefaultObject) )
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{
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Object->GetClass()->SerializeDefaultObject(Object, *this);
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Object->SetFlags(RF_LoadCompleted);
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}
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else
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{
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