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

AzaezelX 5 rokov pred
rodič
commit
b26c87491f
1 zmenil súbory, kde vykonal 4 pridanie a 1 odobranie
  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
    //Didn't work, so have us fall back to a placeholder asset
    StringTableEntry noShapeId = StringTable->insert("Core_Rendering:noshape");
    StringTableEntry noShapeId = StringTable->insert("Core_Rendering:noshape");
    shapeAsset->setAssetId(noShapeId);
    shapeAsset->setAssetId(noShapeId);
-   (*shapeAsset)->mLoadedState = AssetErrCode::UsingFallback;
+
    if (shapeAsset->notNull())
    if (shapeAsset->notNull())
+   {
+      (*shapeAsset)->mLoadedState = AssetErrCode::UsingFallback;
       return AssetErrCode::UsingFallback;
       return AssetErrCode::UsingFallback;
+   }
 
 
    return AssetErrCode::Failed;
    return AssetErrCode::Failed;
 }
 }