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Update 2.0 #144
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Update 2.0 #144
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SoftObjectPtr might not load the underlying asset (which it will have to anyways during the replacement) which makes the validity check not work properly.
This means that several materials could have the same identifier (eg if the user does not specify a material name in CGA and they share the same texture). But this is preferred to identify them independently because of it's indeterminism (because of the post fix numbers added to the name, which can change between different runs)
Could lead to hard to track errors if we just return an empty identifier in case a material is missing.
Necessary for packaged builds
For some reason only missing for a packaged build
Automated Asset Replacements
…ne_edit_finished Avoid regenerating buildings on spline edits in interactive mode
Improves performance for many instances
Names ending with an underscore are interpreted in a specific way by the FName constructor (the postfix number indicating a unique number of the name, which we can not guarantee).
Bneukom/cache body setup
Happened when batch generation was enabled/disabled in fast succession which caused the model to be generated both on the normal VitruvioActor as well as the BatchVitruvioActor. With this change we invalidate the (if ongoing) generate results on the BatchVitruvioActor once a VitruvioActor has been removed.
Bneukom/batch fixes
The visualizer doesn't need a physical representation in the world and is not needed in packaged builds.
We always generate collisions for generated models now.
bstegerESRI
approved these changes
Mar 7, 2024
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