Fix synchronizing nested prefabs when adding new ObjectsLookupIdMapping
#351
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@@ -1037,9 +1037,7 @@ bool Level::loadScene(rapidjson_flax::Value& data, int32 engineBuild, bool autoI
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// Synchronize prefab instances (prefab may have new objects added or some removed so deserialized instances need to synchronize with it)
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// TODO: resave and force sync scenes during game cooking so this step could be skipped in game
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Scripting::ObjectsLookupIdMapping.Set(&modifier.Value->IdsMapping);
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SceneObjectsFactory::SynchronizePrefabInstances(*sceneObjects.Value, actorToRemovedObjectsData, modifier.Value);
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Scripting::ObjectsLookupIdMapping.Set(nullptr);
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// Delete objects without parent
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for (int32 i = 1; i < objectsCount; i++)
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