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https://github.com/kevinporetti/UnrealImGui.git
synced 2025-01-18 08:20:32 +00:00
Fixed crash in editor-preview worlds, introduced in the last commit.
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848e7294c8
commit
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@ -13,6 +13,8 @@
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#include <imgui.h>
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// TODO: Refactor ImGui Context Manager, to handle different types of worlds.
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namespace
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{
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#if WITH_EDITOR
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@ -107,7 +109,8 @@ void FImGuiContextManager::OnWorldTickStart(ELevelTick TickType, float DeltaSeco
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void FImGuiContextManager::OnWorldTickStart(UWorld* World, ELevelTick TickType, float DeltaSeconds)
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{
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if (World)
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if (World && (World->WorldType == EWorldType::Game || World->WorldType == EWorldType::PIE
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|| World->WorldType == EWorldType::Editor))
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{
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FImGuiContextProxy& ContextProxy = GetWorldContextProxy(*World);
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@ -124,7 +127,11 @@ void FImGuiContextManager::OnWorldTickStart(UWorld* World, ELevelTick TickType,
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#if ENGINE_COMPATIBILITY_WITH_WORLD_POST_ACTOR_TICK
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void FImGuiContextManager::OnWorldPostActorTick(UWorld* World, ELevelTick TickType, float DeltaSeconds)
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{
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if (World && (World->WorldType == EWorldType::Game || World->WorldType == EWorldType::PIE
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|| World->WorldType == EWorldType::Editor))
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{
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GetWorldContextProxy(*World).DrawDebug();
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}
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}
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#endif // ENGINE_COMPATIBILITY_WITH_WORLD_POST_ACTOR_TICK
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@ -163,7 +170,8 @@ FImGuiContextManager::FContextData& FImGuiContextManager::GetWorldContextData(co
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using namespace Utilities;
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#if WITH_EDITOR
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if (World.WorldType == EWorldType::Editor)
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// Default to editor context for anything other than a game world.
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if (World.WorldType != EWorldType::Game && World.WorldType != EWorldType::PIE)
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{
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if (OutIndex)
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{
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