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need to ensure we've got an asset at all before setting the loaded state

AzaezelX %!s(int64=5) %!d(string=hai) anos
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Modificáronse 1 ficheiros con 4 adicións e 1 borrados
  1. 4 1
      Engine/source/T3D/assets/ShapeAsset.cpp

+ 4 - 1
Engine/source/T3D/assets/ShapeAsset.cpp

@@ -440,9 +440,12 @@ U32 ShapeAsset::getAssetById(StringTableEntry assetId, AssetPtr<ShapeAsset>* sha
    //Didn't work, so have us fall back to a placeholder asset
    StringTableEntry noShapeId = StringTable->insert("Core_Rendering:noshape");
    shapeAsset->setAssetId(noShapeId);
-   (*shapeAsset)->mLoadedState = AssetErrCode::UsingFallback;
+
    if (shapeAsset->notNull())
+   {
+      (*shapeAsset)->mLoadedState = AssetErrCode::UsingFallback;
       return AssetErrCode::UsingFallback;
+   }
 
    return AssetErrCode::Failed;
 }