Minor fix.
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@ -24,7 +24,7 @@ AWeather::AWeather(const FObjectInitializer& ObjectInitializer)
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RootComponent = ObjectInitializer.CreateDefaultSubobject<USceneComponent>(this, TEXT("RootComponent"));
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}
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static void CheckWeatherPostProcessEffects(AWeather& self)
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void AWeather::CheckWeatherPostProcessEffects()
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{
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if (Weather.Precipitation > 0.0f)
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ActiveBlendables.Add(MakeTuple(PrecipitationPostProcessMaterial, Weather.Precipitation / 100.0f));
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@ -55,7 +55,7 @@ static void CheckWeatherPostProcessEffects(AWeather& self)
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void AWeather::ApplyWeather(const FWeatherParameters &InWeather)
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{
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SetWeather(InWeather);
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CheckWeatherPostProcessEffects(*this);
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CheckWeatherPostProcessEffects();
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#ifdef CARLA_WEATHER_EXTRA_LOG
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UE_LOG(LogCarla, Log, TEXT("Changing weather:"));
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@ -85,7 +85,7 @@ void AWeather::NotifyWeather(ASensor* Sensor)
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if (AsSceneCaptureCamera != nullptr)
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Sensors.Add(AsSceneCaptureCamera);
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CheckWeatherPostProcessEffects(*this);
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CheckWeatherPostProcessEffects();
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// Call the blueprint that actually changes the weather.
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RefreshWeather(Weather);
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@ -58,6 +58,8 @@ protected:
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private:
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void CheckWeatherPostProcessEffects();
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UPROPERTY(VisibleAnywhere)
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FWeatherParameters Weather;
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