@@ -213,20 +213,20 @@ void FPrefabBuildSystemCommand_BuildPrefab::Execute(FPrefabBuildSystem& BuildSys
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}
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// Push a build complete notification request. Since this is a stack, it will execute after all the children are processed below
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- FPrefabBuildSystemCommandPtr ChildBuildCommand = MakeShareable (new FPrefabBuildSystemCommand_NotifyBuildComplete (Prefab));
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- BuildSystem.PushCommand (ChildBuildCommand );
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- }
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-
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- // Add the child prefabs to the stack
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- TArray<AActor*> ChildActors;
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- {
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- SCOPE_CYCLE_COUNTER (STAT_Randomize_GetChildActor );
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- Prefab-> GetAttachedActors (ChildActors);
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- }
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- for (AActor* ChildActor : ChildActors ) {
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- if (APrefabActor* ChildPrefab = Cast<APrefabActor>(ChildActor)) {
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- FPrefabBuildSystemCommandPtr ChildBuildCommand = MakeShareable ( new FPrefabBuildSystemCommand_BuildPrefab (ChildPrefab, bRandomizeNestedSeed, Random) );
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- BuildSystem. PushCommand (ChildBuildCommand);
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+ const FPrefabBuildSystemCommandPtr CmdBuildComplete = MakeShareable (new FPrefabBuildSystemCommand_NotifyBuildComplete (Prefab));
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+ BuildSystem.PushCommand (CmdBuildComplete );
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+
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+ // Add the child prefabs to the stack
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+ TArray<AActor*> ChildActors;
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+ {
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+ SCOPE_CYCLE_COUNTER (STAT_Randomize_GetChildActor);
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+ Prefab-> GetAttachedActors (ChildActors );
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+ }
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+ for (AActor* ChildActor : ChildActors) {
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+ if (APrefabActor* ChildPrefab = Cast<APrefabActor>(ChildActor) ) {
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+ const FPrefabBuildSystemCommandPtr CmdBuildPrefab = MakeShareable ( new FPrefabBuildSystemCommand_BuildPrefab (ChildPrefab, bRandomizeNestedSeed, Random));
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+ BuildSystem. PushCommand (CmdBuildPrefab );
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+ }
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}
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}
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}
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