Spaces and format corrections
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@ -456,7 +456,7 @@ bool UMapGeneratorWidget::CreateTilesMaps(const FMapGeneratorMetaInfo& MetaInfo)
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{
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HeightData.Add((uint16)(LinearColor.R * 255 * 255 + LinearColor.G * 255));
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}
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FVector LandscapeScaleVector(100.0f, 100.0f, 100.0f);
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Landscape->CreateLandscapeInfo();
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Landscape->SetActorTransform(FTransform(FQuat::Identity, FVector(), LandscapeScaleVector));
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@ -466,7 +466,6 @@ bool UMapGeneratorWidget::CreateTilesMaps(const FMapGeneratorMetaInfo& MetaInfo)
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HeightmapDataPerLayers.Add(FGuid(), HeightData);
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MaterialLayerDataPerLayer.Add(FGuid(), TArray<FLandscapeImportLayerInfo>());
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Landscape->Import(Landscape->GetLandscapeGuid(), 0, 0, HeightRT->SizeX-1, HeightRT->SizeY-1, Landscape->NumSubsections, Landscape->SubsectionSizeQuads,
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HeightmapDataPerLayers, TEXT("NONE"), MaterialLayerDataPerLayer, ELandscapeImportAlphamapType::Layered);
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@ -493,7 +492,6 @@ bool UMapGeneratorWidget::CreateTilesMaps(const FMapGeneratorMetaInfo& MetaInfo)
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*CUR_CLASS_FUNC_LINE, *ErrorUnloadingStr.ToString());
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return false;
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}
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}
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}
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@ -539,7 +537,7 @@ bool UMapGeneratorWidget::CookVegetationToTiles(const FMapGeneratorMetaInfo& Met
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}
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const FString MapNameToLoad = TilesPath + "/" + World->GetMapName() + "." + World->GetMapName();
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// Load Map to editor. Required to spawn simulatee procedural foliage
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bool bLoadedSuccess = FEditorFileUtils::LoadMap(*MapNameToLoad, false, true);
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if(!bLoadedSuccess){
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@ -580,7 +578,7 @@ bool UMapGeneratorWidget::CookVegetationToWorld(
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FName InName = NAME_None;
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FTransform Transform{ Rotation,Translation,Scale3D };
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UActorFactory* ActorFactory = GEditor->FindActorFactoryForActorClass(AProceduralFoliageVolume::StaticClass());
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AProceduralFoliageVolume* FoliageVolumeActor = (AProceduralFoliageVolume*) ActorFactory->CreateActor(
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AProceduralFoliageVolume::StaticClass(), Level, Transform, InObjectFlags, InName);
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@ -602,7 +600,7 @@ bool UMapGeneratorWidget::CookVegetationToWorld(
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OverrideGeometryFilter.bAllowFoliage = FoliageComponent->bAllowFoliage;
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OverrideGeometryFilter.bAllowTranslucent = FoliageComponent->bAllowTranslucent;
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FEdModeFoliage::AddInstances(World, FoliageInstances, OverrideGeometryFilter, true);
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FEdModeFoliage::AddInstances(World, FoliageInstances, OverrideGeometryFilter, true);
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}
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else
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{
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