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