Fix synchronizing nested prefabs when adding new ObjectsLookupIdMapping

#351
This commit is contained in:
Wojtek Figat
2021-03-18 00:04:58 +01:00
parent df497bf684
commit 42366ee66a
5 changed files with 50 additions and 9 deletions

View File

@@ -204,6 +204,8 @@ void SceneObjectsFactory::SynchronizePrefabInstances(Array<SceneObject*>& sceneO
{
PROFILE_CPU_NAMED("SynchronizePrefabInstances");
Scripting::ObjectsLookupIdMapping.Set(&modifier->IdsMapping);
// Check all objects with prefab linkage for moving to a proper parent
const int32 objectsToCheckCount = sceneObjects.Count();
for (int32 i = 0; i < objectsToCheckCount; i++)
@@ -261,7 +263,7 @@ void SceneObjectsFactory::SynchronizePrefabInstances(Array<SceneObject*>& sceneO
// Preserve order in parent (values from prefab are used)
if (i != 0)
{
const auto defaultInstance = prefab ? prefab->GetDefaultInstance(obj->GetPrefabObjectID()) : nullptr;
const auto defaultInstance = prefab->GetDefaultInstance(obj->GetPrefabObjectID());
if (defaultInstance)
{
obj->SetOrderInParent(defaultInstance->GetOrderInParent());
@@ -315,6 +317,7 @@ void SceneObjectsFactory::SynchronizePrefabInstances(Array<SceneObject*>& sceneO
continue;
// Create instance (including all children)
Scripting::ObjectsLookupIdMapping.Set(&modifier->IdsMapping);
SynchronizeNewPrefabInstance(prefab, actor, prefabObjectId, sceneObjects, modifier);
}
}
@@ -325,6 +328,8 @@ void SceneObjectsFactory::SynchronizePrefabInstances(Array<SceneObject*>& sceneO
SceneObject* obj = sceneObjects[i];
obj->PostLoad();
}
Scripting::ObjectsLookupIdMapping.Set(nullptr);
}
void SceneObjectsFactory::HandleObjectDeserializationError(const ISerializable::DeserializeStream& value)
@@ -424,6 +429,7 @@ void SceneObjectsFactory::SynchronizeNewPrefabInstance(Prefab* prefab, Actor* ac
// Map prefab object ID to the new prefab object instance
modifier->IdsMapping[prefabObjectId] = Guid::New();
Scripting::ObjectsLookupIdMapping.Set(&modifier->IdsMapping);
// Create prefab instance (recursive prefab loading to support nested prefabs)
auto child = Spawn(*(ISerializable::DeserializeStream*)prefabData, modifier);