Made NavigationSystem's coordinate transforms' initialization not static #UE4

Static initializtion of FNavigationSystem::CoordTypeTransformsTo was causing issues on PS4 since it was triggered before FTransform::Initialize got initialized resulting in CoordTypeTransformsTo containing 'zero' transforms.
I've also made the related code a lot more readable.

#jira UE-67512
#rb Stephen.Holmes

#ROBOMERGE-SOURCE: CL 5061258 in //UE4/Release-4.22/...
#ROBOMERGE-BOT: RELEASE (Release-4.22 -> Main)

[CL 5061259 by mieszko zielinski in Main branch]
This commit is contained in:
mieszko zielinski
2019-02-19 05:49:49 -05:00
parent c42fb94f61
commit c03bdb860e
5 changed files with 54 additions and 14 deletions

View File

@@ -416,7 +416,7 @@ UNavigationSystemV1::UNavigationSystemV1(const FObjectInitializer& ObjectInitial
SetDefaultObstacleArea(UNavArea_Obstacle::StaticClass());
const FTransform RecastToUnrealTransfrom(Recast2UnrealMatrix());
SetCoordTransformFrom(ENavigationCoordSystem::Recast, RecastToUnrealTransfrom);
SetCoordTransformFrom(ENavigationCoordSystem::Navigation, RecastToUnrealTransfrom);
}
#if WITH_EDITOR