Files
UnrealEngineUWP/Engine/Source/Editor/DestructibleMeshEditor/Private/DestructibleChunkParamsProxy.cpp
Ori Cohen b87a31d2ab Fix non apex build
[CL 2595292 by Ori Cohen in Main branch]
2015-06-22 09:29:28 -04:00

27 lines
832 B
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "DestructibleMeshEditorPrivatePCH.h"
#include "ApexDestructibleAssetImport.h"
#include "Engine/DestructibleMesh.h"
UDestructibleChunkParamsProxy::UDestructibleChunkParamsProxy(const FObjectInitializer& ObjectInitializer)
:Super(ObjectInitializer)
{
}
void UDestructibleChunkParamsProxy::PostEditChangeProperty( struct FPropertyChangedEvent& PropertyChangedEvent )
{
check(DestructibleMesh != NULL && DestructibleMesh->FractureSettings != NULL);
if (DestructibleMesh->FractureSettings->ChunkParameters.Num() > ChunkIndex)
{
DestructibleMesh->FractureSettings->ChunkParameters[ChunkIndex] = ChunkParams;
}
#if WITH_APEX
BuildDestructibleMeshFromFractureSettings(*DestructibleMesh, NULL);
#endif
DestructibleMeshEditorPtr.Pin()->RefreshViewport();
}