Fix reparenting inside the nested prefabs when using multiple instanced of the nested prefab in PrefabManager
#690
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@@ -152,6 +152,7 @@ Actor* PrefabManager::SpawnPrefab(Prefab* prefab, Actor* parent, Dictionary<Guid
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{
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// Synchronize new prefab instances (prefab may have new objects added so deserialized instances need to synchronize with it)
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// TODO: resave and force sync prefabs during game cooking so this step could be skipped in game
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SceneObjectsFactory::SetupPrefabInstances(context, prefabSyncData);
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SceneObjectsFactory::SynchronizeNewPrefabInstances(context, prefabSyncData);
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Scripting::ObjectsLookupIdMapping.Set(&modifier.Value->IdsMapping);
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}
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