public void DeserializeInlineShaderMap(FMaterialResourceProxyReader Ar) { var cooked = Ar.ReadBoolean(); //check(cooked) var valid = Ar.ReadBoolean(); //check(valid) var loadedShaderMap = new FMaterialShaderMap(); loadedShaderMap.Deserialize(Ar); }
public void DeserializeInlineShaderMap(FMaterialResourceProxyReader Ar) { var bCooked = Ar.ReadBoolean(); if (!bCooked) { return; } var bValid = Ar.ReadBoolean(); if (bValid) { LoadedShaderMap = new FMaterialShaderMap(); LoadedShaderMap.Deserialize(Ar); } else { Log.Warning("Loading a material resource '{0}' with an invalid ShaderMap!", Ar.Name); } }