IsPendingKillPending ---> IsPendingKill

This commit is contained in:
Juan Belón 2018-05-08 13:00:26 +02:00
parent 744d928142
commit 4779236a80
1 changed files with 4 additions and 4 deletions

View File

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