void FLandscapeEditorDetails::OnChangeTargetLandscape(TWeakObjectPtr<ULandscapeInfo> LandscapeInfo) { FEdModeLandscape* LandscapeEdMode = GetEditorMode(); if (LandscapeEdMode) { LandscapeEdMode->CurrentToolTarget.LandscapeInfo = LandscapeInfo.Get(); LandscapeEdMode->UpdateTargetList(); if (LandscapeEdMode->CurrentGizmoActor.IsValid()) { LandscapeEdMode->CurrentGizmoActor->SetTargetLandscape(LandscapeEdMode->CurrentToolTarget.LandscapeInfo.Get()); } } }
void FLandscapeEditorDetails::OnChangeTargetLandscape(TWeakObjectPtr<ULandscapeInfo> LandscapeInfo) { FEdModeLandscape* LandscapeEdMode = GetEditorMode(); if (LandscapeEdMode) { LandscapeEdMode->CurrentToolTarget.LandscapeInfo = LandscapeInfo.Get(); LandscapeEdMode->UpdateTargetList(); // force a Leave and Enter the current tool, in case it has something about the current landscape cached LandscapeEdMode->SetCurrentTool(LandscapeEdMode->CurrentToolIndex); if (LandscapeEdMode->CurrentGizmoActor.IsValid()) { LandscapeEdMode->CurrentGizmoActor->SetTargetLandscape(LandscapeEdMode->CurrentToolTarget.LandscapeInfo.Get()); } } }