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Fixed a null pointer error while building nested prefabs'
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Source/PrefabricatorRuntime/Private/Prefab/PrefabActor.cpp

Lines changed: 14 additions & 14 deletions
Original file line numberDiff line numberDiff line change
@@ -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
216-
FPrefabBuildSystemCommandPtr ChildBuildCommand = MakeShareable(new FPrefabBuildSystemCommand_NotifyBuildComplete(Prefab));
217-
BuildSystem.PushCommand(ChildBuildCommand);
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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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{
223-
SCOPE_CYCLE_COUNTER(STAT_Randomize_GetChildActor);
224-
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)) {
228-
FPrefabBuildSystemCommandPtr ChildBuildCommand = MakeShareable(new FPrefabBuildSystemCommand_BuildPrefab(ChildPrefab, bRandomizeNestedSeed, Random));
229-
BuildSystem.PushCommand(ChildBuildCommand);
216+
const FPrefabBuildSystemCommandPtr CmdBuildComplete = MakeShareable(new FPrefabBuildSystemCommand_NotifyBuildComplete(Prefab));
217+
BuildSystem.PushCommand(CmdBuildComplete);
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// Add the child prefabs to the stack
220+
TArray<AActor*> ChildActors;
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{
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SCOPE_CYCLE_COUNTER(STAT_Randomize_GetChildActor);
223+
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)) {
227+
const FPrefabBuildSystemCommandPtr CmdBuildPrefab = MakeShareable(new FPrefabBuildSystemCommand_BuildPrefab(ChildPrefab, bRandomizeNestedSeed, Random));
228+
BuildSystem.PushCommand(CmdBuildPrefab);
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}
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}
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}
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}

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