<commit_before>// Copyright 2016-2020 <NAME> (Koderz). All Rights Reserved.

#include "Providers/RuntimeMeshProviderBox.h"



FVector URuntimeMeshProviderBox::GetBoxRadius() const
{
	FScopeLock Lock(&PropertySyncRoot);
	return BoxRadius;
}

void URuntimeMeshProviderBox::SetBoxRadius(const FVector& InRadius)
{
	FScopeLock Lock(&PropertySyncRoot);
	BoxRadius = InRadius;

	MarkAllLODsDirty();
}

UMaterialInterface* URuntimeMeshProviderBox::GetBoxMaterial() const
{
	FScopeLock Lock(&PropertySyncRoot);
	return Material;
}

void URuntimeMeshProviderBox::SetBoxMaterial(UMaterialInterface* InMaterial)
{
	FScopeLock Lock(&PropertySyncRoot);
	Material = InMaterial;
	SetupMaterialSlot(0, FName("Cube Base"), Material);
}



void URuntimeMeshProviderBox::Initialize()
{
	FRuntimeMeshLODProperties LODProperties;
	LODProperties.ScreenSize = 0.0f;

	ConfigureLODs({ LODProperties });

	SetupMaterialSlot(0, FName("Cube Base"), GetBoxMaterial());

	FRuntimeMeshSectionProperties Properties;
	Properties.bCastsShadow = true;
	Properties.bIsVisible = true;<commit_msg>Fix potential bug in Box provider<commit_after>// Copyright 2016-2020 <NAME> (Koderz). All Rights Reserved.

#include "Providers/RuntimeMeshProviderBox.h"



FVector URuntimeMeshProviderBox::GetBoxRadius() const
{
	FScopeLock Lock(&PropertySyncRoot);
	return BoxRadius;
}

void URuntimeMeshProviderBox::SetBoxRadius(const FVector& InRadius)
{
	FScopeLock Lock(&PropertySyncRoot);
	BoxRadius = InRadius;

	MarkAllLODsDirty();
	MarkCollisionDirty();
}

UMaterialInterface* URuntimeMeshProviderBox::GetBoxMaterial() const
{
	FScopeLock Lock(&PropertySyncRoot);
	return Material;
}

void URuntimeMeshProviderBox::SetBoxMaterial(UMaterialInterface* InMaterial)
{
	FScopeLock Lock(&PropertySyncRoot);
	Material = InMaterial;
	SetupMaterialSlot(0, FName("Cube Base"), Material);
}



void URuntimeMeshProviderBox::Initialize()
{
	FRuntimeMeshLODProperties LODProperties;
	LODProperties.ScreenSize = 0.0f;

	ConfigureLODs({ LODProperties });

	SetupMaterialSlot(0, FName("Cube Base"), GetBoxMaterial());

	FRuntimeMeshSectionProperties Properties;
	Properties.bCastsShadow = true;
	Properties.bIsVisible = true;
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{'dir': 'git-commits-cleaned', 'id': '18186', 'n_tokens_mistral': 696, 'n_tokens_neox': 664, 'n_words': 129}