Import 2 chairs, fix grass color and fog opacity, fix a bug for save data propagation

This commit is contained in:
2026-09-08 23:14:02 +02:00
parent 328d7c836f
commit fc0ec6a3df
13 changed files with 30 additions and 9 deletions

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

BIN
Dev/BLENDER/Chairs.blend LFS Normal file

Binary file not shown.

BIN
Dev/BLENDER/Chairs.blend1 Normal file

Binary file not shown.

View File

@@ -111,7 +111,7 @@ void AEleriGameState::PropagateSaveData(UEleriSaveGame* InSaveData) {
//Promote actor data
for (FActorIterator It(GetWorld()); It; ++It) {
AActor* Actor = *It;
if (!Actor->IsValidLowLevel() || Actor->IsPendingKillPending() || !Cast<ISaveableObjectInterface>(Actor) || !!Cast<IActorPersistentIdInterface>(Actor)) {
if (!Actor->IsValidLowLevel() || Actor->IsPendingKillPending() || !Cast<ISaveableObjectInterface>(Actor) || !Cast<IActorPersistentIdInterface>(Actor)) {
continue;
}
if (auto ActorSaveData = SaveData.ActorSaveData.Find(Cast<IActorPersistentIdInterface>(Actor)->GetPersistentId())) {