From b26c87491f7d28d4f4ecf518df2a79eeba84ce4d Mon Sep 17 00:00:00 2001 From: AzaezelX Date: Mon, 14 Dec 2020 13:33:49 -0600 Subject: [PATCH] need to ensure we've got an asset at all before setting the loaded state --- Engine/source/T3D/assets/ShapeAsset.cpp | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/Engine/source/T3D/assets/ShapeAsset.cpp b/Engine/source/T3D/assets/ShapeAsset.cpp index 1f667fb6f..acf35eaef 100644 --- a/Engine/source/T3D/assets/ShapeAsset.cpp +++ b/Engine/source/T3D/assets/ShapeAsset.cpp @@ -440,9 +440,12 @@ U32 ShapeAsset::getAssetById(StringTableEntry assetId, AssetPtr* sha //Didn't work, so have us fall back to a placeholder asset StringTableEntry noShapeId = StringTable->insert("Core_Rendering:noshape"); shapeAsset->setAssetId(noShapeId); - (*shapeAsset)->mLoadedState = AssetErrCode::UsingFallback; + if (shapeAsset->notNull()) + { + (*shapeAsset)->mLoadedState = AssetErrCode::UsingFallback; return AssetErrCode::UsingFallback; + } return AssetErrCode::Failed; }