IsPendingKillPending ---> IsPendingKill
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744d928142
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@ -194,7 +194,7 @@ void UCarlaSettingsDelegate::SetAllRoads(UWorld* world, const float max_draw_dis
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for(int32 i=0; i<actors.Num(); i++)
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{
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AActor* actor = actors[i];
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if(!IsValid(actor) || actor->IsPendingKillPending()) continue;
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if(!IsValid(actor) || actor->IsPendingKill()) continue;
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TArray<UActorComponent*> components = actor->GetComponentsByClass(UStaticMeshComponent::StaticClass());
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for(int32 j=0; j<components.Num(); j++)
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{
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@ -262,7 +262,7 @@ void UCarlaSettingsDelegate::SetAllActorsDrawDistance(UWorld* world, const float
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for(int32 i=0; i<actors.Num(); i++)
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{
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AActor* actor = actors[i];
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if(!IsValid(actor) || actor->IsPendingKillPending() ||
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if(!IsValid(actor) || actor->IsPendingKill() ||
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actor->IsA<AInstancedFoliageActor>() || //foliage culling is controlled per instance
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actor->IsA<ALandscape>() || //dont touch landscapes nor roads
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actor->ActorHasTag(UCarlaSettings::CARLA_ROAD_TAG) ||
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@ -283,7 +283,7 @@ void UCarlaSettingsDelegate::SetPostProcessEffectsEnabled(UWorld* world, const b
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for(int32 i=0; i<actors.Num(); i++)
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{
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AActor* actor = actors[i];
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if(!IsValid(actor) || actor->IsPendingKillPending()) continue;
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if(!IsValid(actor) || actor->IsPendingKill()) continue;
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APostProcessVolume* postprocessvolume = Cast<APostProcessVolume>(actor);
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if(postprocessvolume)
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{
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@ -342,7 +342,7 @@ void UCarlaSettingsDelegate::SetAllLights(UWorld* world, const float max_distanc
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UGameplayStatics::GetAllActorsOfClass(world, ALight::StaticClass(), actors);
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for(int32 i=0;i<actors.Num();i++)
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{
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if(!IsValid(actors[i]) || actors[i]->IsPendingKillPending()) continue;
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if(!IsValid(actors[i]) || actors[i]->IsPendingKill()) continue;
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//tweak directional lights
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ADirectionalLight* directionallight = Cast<ADirectionalLight>(actors[i]);
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if(directionallight)
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