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]
This commit is contained in:
Mike Beach
2014-08-01 17:04:13 -04:00
committed by UnrealBot
parent dd6c61f609
commit 2f8e1bfe56
2 changed files with 2 additions and 1 deletions

View File

@@ -111,7 +111,7 @@ bool ULinkerLoad::RegenerateBlueprintClass(UClass* LoadClass, UObject* ExportObj
FPreloadMembersHelper::PreloadMembers(BlueprintObject);
// recurse into this function for this parent class;
// 'ClassDefaultObject' should be the class's original ExportObject
RegenerateBlueprintClass(Class, BlueprintObject);
RegenerateBlueprintClass(Class, Class->ClassDefaultObject);
}
}

View File

@@ -2736,6 +2736,7 @@ void ULinkerLoad::Preload( UObject* Object )
if ( Object->HasAnyFlags(RF_ClassDefaultObject) )
{
Object->GetClass()->SerializeDefaultObject(Object, *this);
Object->SetFlags(RF_LoadCompleted);
}
else
{