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[INTEGRATE] Change 2645725 by Ori.Cohen@Ori.Cohen_T3712 on 2015/08/05 18:39:56
Move skeletal mesh cloth destroy to FinishDestroy. This is needed for when we shut down the editor and call BeginDestroy on all objects regardless of order. The result is that when one of the worlds destroys we flush the global apex buffer and things get deleted out of order. #codereview Benn.Gallagher #JIRA UE-19387 [CL 2645992 by Dan Oconnor in 4.9 branch]
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committed by
Dan.OConnor@epicgames.com
parent
c34d068d04
commit
3760710647
@@ -737,6 +737,7 @@ public:
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virtual void GetAssetRegistryTagMetadata(TMap<FName, FAssetRegistryTagMetadata>& OutMetadata) const override;
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#endif // WITH_EDITOR
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virtual void BeginDestroy() override;
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virtual void FinishDestroy() override;
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virtual bool IsReadyForFinishDestroy() override;
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virtual void PreSave() override;
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virtual void Serialize(FArchive& Ar) override;
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@@ -2390,6 +2390,11 @@ void USkeletalMesh::BeginDestroy()
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// Release the mesh's render resources.
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ReleaseResources();
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}
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void USkeletalMesh::FinishDestroy()
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{
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#if WITH_APEX_CLOTHING
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// release clothing assets
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for (FClothingAssetData& Data : ClothingAssets)
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@@ -2401,6 +2406,8 @@ void USkeletalMesh::BeginDestroy()
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}
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}
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#endif // #if WITH_APEX_CLOTHING
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Super::FinishDestroy();
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}
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