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static void ReplaceActorHelper(AActor* OldActor, UClass* OldClass, UObject*& NewUObject, UClass* NewClass, TMap<UObject*, UObject*>& OldToNewInstanceMap, const TMap<UClass*, UClass*>& InOldToNewClassMap, TMap<FSoftObjectPath, UObject*>& ReinstancedObjectsWeakReferenceMap, TMap<UObject*, FActorAttachmentData>& ActorAttachmentData, TArray<FActorReplacementHelper>& ReplacementActors, bool bPreserveRootComponent, bool& bSelectionChanged) | |
{ | |
FVector Location = FVector::ZeroVector; | |
FRotator Rotation = FRotator::ZeroRotator; | |
if (USceneComponent* OldRootComponent = OldActor->GetRootComponent()) | |
{ | |
// We need to make sure that the GetComponentTransform() transform is up to date, but we don't want to run any initialization logic | |
// so we silence the update, cache it off, revert the change (so no events are raised), and then directly update the transform | |
// with the value calculated in ConditionalUpdateComponentToWorld: | |
FScopedMovementUpdate SilenceMovement(OldRootComponent); |
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{ | |
"name": "//ue/Main", | |
"ClusterName": "Default", | |
"NotificationChannel": "#ue", | |
"NotificationChannelFilter": "Failure", | |
"TriageChannel": "#ue-triage", | |
"DefaultPreflight": { | |
"TemplateID": "pre-flight" | |
}, | |
"Tabs": [ |