// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved. #include "LandscapeInfoMap.h" #include "Engine/World.h" #include "LandscapeInfo.h" ULandscapeInfoMap::ULandscapeInfoMap(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { } void ULandscapeInfoMap::PostDuplicate(bool bDuplicateForPIE) { Super::PostDuplicate(bDuplicateForPIE); check(Map.Num() == 0); } void ULandscapeInfoMap::Serialize(FArchive& Ar) { Super::Serialize(Ar); if (Ar.IsTransacting() || Ar.IsObjectReferenceCollector()) { Ar << Map; } } void ULandscapeInfoMap::AddReferencedObjects(UObject* InThis, FReferenceCollector& Collector) { ULandscapeInfoMap* This = CastChecked(InThis); Collector.AddReferencedObjects(This->Map, This); } #if WITH_EDITORONLY_DATA ULandscapeInfoMap& ULandscapeInfoMap::GetLandscapeInfoMap(UWorld* World) { ULandscapeInfoMap *FoundObject = nullptr; World->PerModuleDataObjects.FindItemByClass(&FoundObject); checkf(FoundObject, TEXT("ULandscapInfoMap object was not created for this UWorld.")); return *FoundObject; } #endif // WITH_EDITORONLY_DATA