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- Actor descriptor handles can now detect if their owning container is valid or not. - Changed unit tests to use the new unit test map /Engine/WorldPartition/WorldPartitionUnitTest. - Added the destructed container test case in unit tests. - Removed all the unit test specific cases from actor descriptors code. - Removed all code clearing actor descriptor handles in BeginDestroy. #rb patrick.enfedaque #preflight 61db8e7a4c252480ca496bc4 #ROBOMERGE-AUTHOR: jeanfrancois.dube #ROBOMERGE-SOURCE: CL 18559566 in //UE5/Release-5.0/... via CL 18559592 #ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669) [CL 18559602 by jeanfrancois dube in ue5-release-engine-test branch]
15 lines
478 B
C++
15 lines
478 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "LandscapeInfo.h"
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#include "LandscapeLayerInfoObject.h"
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LANDSCAPE_API FLandscapeInfoLayerSettings::FLandscapeInfoLayerSettings(ULandscapeLayerInfoObject* InLayerInfo, class ALandscapeProxy* InProxy)
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: LayerInfoObj(InLayerInfo)
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, LayerName((InLayerInfo != NULL) ? InLayerInfo->LayerName : NAME_None)
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#if WITH_EDITORONLY_DATA
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, ThumbnailMIC(NULL)
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, Owner(InProxy)
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, DebugColorChannel(0)
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, bValid(false)
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#endif
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{} |