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Compile Fixes
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Some versions didn't compile after the previous checkin
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David-Vodhanel committed Nov 3, 2024
1 parent b06b8a8 commit 5795620
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Showing 2 changed files with 3 additions and 3 deletions.
Original file line number Diff line number Diff line change
Expand Up @@ -1631,12 +1631,12 @@ UObject* FDazToUnrealModule::ImportFromDaz(TSharedPtr<FJsonObject> JsonObject, c
// Rename Material Slots
if (USkeletalMesh* SkeletalMesh = Cast<USkeletalMesh>(NewObject))
{
for (FSkeletalMaterial& SkeletalMaterial : SkeletalMesh->GetMaterials())
//for (FSkeletalMaterial& SkeletalMaterial : SkeletalMesh->GetMaterials())
{
//SkeletalMaterial.MaterialSlotName = *ImportData.MaterialSlotNameToMaterialName.Find(SkeletalMaterial.MaterialSlotName);
}

TArray<FSkeletalMaterial>& MaterialsToSort = SkeletalMesh->GetMaterials();
//TArray<FSkeletalMaterial>& MaterialsToSort = SkeletalMesh->GetMaterials();
//MaterialsToSort.Sort([](const FSkeletalMaterial& A, const FSkeletalMaterial& B) { return A.MaterialSlotName.ToString() < B.MaterialSlotName.ToString(); });
//SkeletalMesh->SetMaterials((SkeletalMesh->GetMaterials().Sort([](const FSkeletalMaterial& A, const FSkeletalMaterial& B) { return A.MaterialSlotName.ToString() < B.MaterialSlotName.ToString(); }));
}
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Original file line number Diff line number Diff line change
Expand Up @@ -371,7 +371,7 @@ void UDazToUnrealBlueprintUtils::ConvertToEpicSkeleton(USkeletalMesh* SkeletalMe
FAssetNotifications::SkeletonNeedsToBeSaved(TargetSkeleton);

// Disconnect the physics asset since it won't match now
SkeletalMesh->PhysicsAsset = nullptr;
SkeletalMesh->SetPhysicsAsset(nullptr);
#endif
}

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