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