Fixing the retrieval of optional attributes
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6625d66e78
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114a54d753
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@ -45,7 +45,7 @@ FActorSpawnResult AStaticMeshFactory::SpawnActor(
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return {};
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return {};
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}
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}
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float Scale = ABFL::ActorAttributeToFloat(ActorDescription.Variations["scale"], 1.0f);
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float Scale = ABFL::RetrieveActorAttributeToFloat("scale", ActorDescription.Variations, 1.0f);
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FTransform ScaledTransform(SpawnAtTransform);
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FTransform ScaledTransform(SpawnAtTransform);
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ScaledTransform.SetScale3D(FVector(Scale));
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ScaledTransform.SetScale3D(FVector(Scale));
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@ -73,7 +73,7 @@ FActorSpawnResult AStaticMeshFactory::SpawnActor(
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if (ActorDescription.Variations.Contains("mass"))
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if (ActorDescription.Variations.Contains("mass"))
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{
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{
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float Mass = ABFL::ActorAttributeToFloat(ActorDescription.Variations["mass"], 0.0f);
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float Mass = ABFL::RetrieveActorAttributeToFloat("mass", ActorDescription.Variations, 0.0f);
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if (Mass > 0)
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if (Mass > 0)
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{
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{
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StaticMeshComponent->SetMobility(EComponentMobility::Movable);
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StaticMeshComponent->SetMobility(EComponentMobility::Movable);
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