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Commit e9e0aa46 authored by David Gilbert's avatar David Gilbert :bug:
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- cleaned up assets

- packaging works now, at least compilation
- check line instanced static mesh, that one crashed occasionally, not sure if perfectly fixed
- why the actual fuck are the lenses green in launch/package?!
parent ddd258ca
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......@@ -67,7 +67,7 @@ FPrimitiveSceneProxy* ULineInstancedStaticMeshComponent::CreateSceneProxy()
FPrimitiveSceneProxy* Proxy = Super::CreateSceneProxy();
if (!PerInstanceRenderData.IsValid())
if (!PerInstanceRenderData.IsValid() || PerInstanceSMData.Num() < 1 )
{
return Proxy;
}
......@@ -89,8 +89,8 @@ FPrimitiveSceneProxy* ULineInstancedStaticMeshComponent::CreateSceneProxy()
}
FMatrix Transform;
PerInstanceRenderData->InstanceBuffer_GameThread->GetInstanceTransform(Index, Transform);
PerInstanceRenderData->InstanceBuffer_GameThread->SetInstance(Index, Transform, static_cast<float>(Index));
PerInstanceRenderData->InstanceBuffer_GameThread->GetInstanceTransform(RenderIndex, Transform);
PerInstanceRenderData->InstanceBuffer_GameThread->SetInstance(RenderIndex, Transform, static_cast<float>(RenderIndex));
}
return Proxy;
......
// Fill out your copyright notice in the Description page of Project Settings.
#include "OptiXTargetComponent.h"
#include "UObject/ConstructorHelpers.h"
#include "OptiXModule.h"
UOptiXTargetComponent::UOptiXTargetComponent(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
CurrentTexturePattern = ETexturePattern::TP_CHECKER;
FString N = "Texture2D'/OptiX/Targets/Checker.Checker'";
Texture = LoadObject<UTexture2D>(this, *N);
//FString N = "Texture2D'/OptiX/Targets/Checker.Checker'";
//Texture = LoadObject<UTexture2D>(this, *N);
static ConstructorHelpers::FObjectFinder<UTexture2D> TextureLoader(TEXT("Texture2D'/OptiX/Targets/Checker.Checker'"));
Texture = TextureLoader.Object;
if (Texture != NULL)
{
TextureSize = FIntPoint(Texture->GetSizeX(), Texture->GetSizeY());
TargetSize = FVector(2.0f, 20.0f, 20.0f * static_cast<float>(TextureSize.Y) / static_cast<float>(TextureSize.X));
}
}
// God sometimes unreal is annoying
void UOptiXTargetComponent::BeginPlay()
......
......@@ -11,6 +11,9 @@ ASelectableActorBase::ASelectableActorBase(const FObjectInitializer& ObjectIniti
: Super(ObjectInitializer)
{
UE_LOG(LogTemp, Display, TEXT("OptiX ASelectableActorBase Constructor"));
SetMobility(EComponentMobility::Movable);
GetStaticMeshComponent()->SetGenerateOverlapEvents(true);
......@@ -248,6 +251,10 @@ ASelectableActorBase::ASelectableActorBase(const FObjectInitializer& ObjectIniti
ConnectorH->SetMaterial(1, MetalMaterial.Object);
ConnectorH->SetGenerateOverlapEvents(false);
ConnectorH->SetCollisionEnabled(ECollisionEnabled::NoCollision);
UE_LOG(LogTemp, Display, TEXT("OptiX ASelectableActorBase Constructor End"));
}
void ASelectableActorBase::BeginPlay()
......
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