Fix Editor state after loading a scene without compiled game modules

This commit is contained in:
2025-12-14 19:32:52 +02:00
parent bc4b94d2bc
commit e2eadc87b6

View File

@@ -1123,6 +1123,32 @@ SceneResult SceneLoader::OnBegin(Args& args)
_lastSceneLoadTime = DateTime::Now();
StartFrame = Engine::UpdateCount;
// Validate arguments
if (!args.Data.IsArray())
{
LOG(Error, "Invalid Data member.");
CallSceneEvent(SceneEventType::OnSceneLoadError, nullptr, Guid::Empty);
return SceneResult::Failed;
}
// Peek scene node value (it's the first actor serialized)
SceneId = JsonTools::GetGuid(args.Data[0], "ID");
if (!SceneId.IsValid())
{
LOG(Error, "Invalid scene id.");
CallSceneEvent(SceneEventType::OnSceneLoadError, nullptr, SceneId);
return SceneResult::Failed;
}
// Peek meta
if (args.EngineBuild < 6000)
{
LOG(Error, "Invalid serialized engine build.");
CallSceneEvent(SceneEventType::OnSceneLoadError, nullptr, SceneId);
return SceneResult::Failed;
}
Modifier->EngineBuild = args.EngineBuild;
// Scripting backend should be loaded for the current project before loading scene
if (!Scripting::HasGameModulesLoaded())
{
@@ -1136,27 +1162,7 @@ SceneResult SceneLoader::OnBegin(Args& args)
MessageBox::Show(TEXT("Failed to load scripts.\n\nCannot load scene without game script modules.\n\nSee logs for more info."), TEXT("Missing game modules"), MessageBoxButtons::OK, MessageBoxIcon::Error);
}
#endif
return SceneResult::Failed;
}
// Peek meta
if (args.EngineBuild < 6000)
{
LOG(Error, "Invalid serialized engine build.");
return SceneResult::Failed;
}
if (!args.Data.IsArray())
{
LOG(Error, "Invalid Data member.");
return SceneResult::Failed;
}
Modifier->EngineBuild = args.EngineBuild;
// Peek scene node value (it's the first actor serialized)
SceneId = JsonTools::GetGuid(args.Data[0], "ID");
if (!SceneId.IsValid())
{
LOG(Error, "Invalid scene id.");
CallSceneEvent(SceneEventType::OnSceneLoadError, nullptr, SceneId);
return SceneResult::Failed;
}
@@ -1164,6 +1170,7 @@ SceneResult SceneLoader::OnBegin(Args& args)
if (Level::FindScene(SceneId) != nullptr)
{
LOG(Info, "Scene {0} is already loaded.", SceneId);
CallSceneEvent(SceneEventType::OnSceneLoadError, nullptr, SceneId);
return SceneResult::Failed;
}