From 9f74b71bd6bcac0227235466442aeae749d13858 Mon Sep 17 00:00:00 2001 From: Lynix Date: Sat, 21 Apr 2018 00:27:46 +0200 Subject: [PATCH] DebugSystem: Fix crash when asked to show collision mesh but entity has no collidercomponent --- SDK/src/NDK/Systems/DebugSystem.cpp | 7 +++++-- 1 file changed, 5 insertions(+), 2 deletions(-) diff --git a/SDK/src/NDK/Systems/DebugSystem.cpp b/SDK/src/NDK/Systems/DebugSystem.cpp index 11d286064..d7ce4bb3d 100644 --- a/SDK/src/NDK/Systems/DebugSystem.cpp +++ b/SDK/src/NDK/Systems/DebugSystem.cpp @@ -181,9 +181,12 @@ namespace Ndk const Nz::Boxf& obb = entityGfx.GetBoundingVolume().obb.localBox; Nz::InstancedRenderableRef renderable = GenerateCollision3DMesh(entity); - renderable->SetPersistent(false); + if (renderable) + { + renderable->SetPersistent(false); - entityGfx.Attach(renderable, Nz::Matrix4f::Translate(obb.GetCenter()), DebugDrawOrder); + entityGfx.Attach(renderable, Nz::Matrix4f::Translate(obb.GetCenter()), DebugDrawOrder); + } entityDebug.UpdateDebugRenderable(option, std::move(renderable)); break;