fix native-toolchain v19 build issues

This commit is contained in:
Mamadou Babaei
2023-03-28 10:39:09 +02:00
parent 1f5262bb81
commit 710c918402
2 changed files with 5 additions and 19 deletions
@@ -469,28 +469,14 @@ USkeleton* USGVirtualHandComponent::FImpl::GetSkeleton() const
{
USkeletalMesh* SkeletalMesh{GetMesh()};
ensureAlwaysMsgf(IsValid(SkeletalMesh), TEXT("Invalid SkeletalMesh object!"));
return SkeletalMesh->
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 1
GetSkeleton()
#else /* ENGINE_MAJOR_VERSION == 5 && ENGINE_MINOR_VERSION >= 1 */
Skeleton
#endif /* ENGINE_MAJOR_VERSION == 5 && ENGINE_MINOR_VERSION >= 1 */
;
return SkeletalMesh->GetSkeleton();
}
const FReferenceSkeleton& USGVirtualHandComponent::FImpl::GetRefSkeleton() const
{
USkeletalMesh* SkeletalMesh{GetMesh()};
const USkeletalMesh* SkeletalMesh{GetMesh()};
ensureAlwaysMsgf(IsValid(SkeletalMesh), TEXT("Invalid SkeletalMesh object!"));
return SkeletalMesh->
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 1
GetRefSkeleton()
#else /* ENGINE_MAJOR_VERSION == 5 && ENGINE_MINOR_VERSION >= 1 */
RefSkeleton
#endif /* ENGINE_MAJOR_VERSION == 5 && ENGINE_MINOR_VERSION >= 1 */
;
return SkeletalMesh->GetRefSkeleton();
}
bool USGVirtualHandComponent::FImpl::CheckGlove() const
@@ -47,7 +47,7 @@ public:
return FMath::DegreesToRadians(Degrees);
}
static FORCEINLINE constexpr float TransformToSenseGlove(const int32 Movement, const float Direction)
static FORCEINLINE float TransformToSenseGlove(const int32 Movement, const float Direction)
{
// 0 = twist, 1 = flexion/extension, 2 = abduction
return FMath::DegreesToRadians(Movement != 1 ? Direction * -1.0f : Direction);
@@ -94,7 +94,7 @@ public:
: Direction;
}
static FORCEINLINE constexpr float TransformToUnreal(const ESGThumbMovement Movement, const float Direction)
static FORCEINLINE float TransformToUnreal(const ESGThumbMovement Movement, const float Direction)
{
ensureAlwaysMsgf(Movement != ESGThumbMovement::None, TEXT("none is not a valid value!"));