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Superfluous nullptr check?

I saw the following code in PaperSprite.cpp

Maybe I am totally missing something, but how can the check (BodySetup == nullptr) ever fail?

I know it is a GC system, but I don't even see a reason to first set it to nullptr.. NewObject sets the value anyways.

I ask this mostly to see whether my understanding of the GC is correct :)

 void UPaperSprite::RebuildCollisionData()
 {
     UBodySetup* OldBodySetup = BodySetup;
 
     // Ensure we have the data structure for the desired collision method
     switch (SpriteCollisionDomain)
     {
     case ESpriteCollisionMode::Use3DPhysics:
         BodySetup = nullptr;
         if (BodySetup == nullptr)
         {
             BodySetup = NewObject<UBodySetup>(this);
         }
         break;
Product Version: UE 4.15
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asked May 08 '17 at 01:28 AM in C++ Programming

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dlo_olb
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I believe you're right.

Checking git log. commit 775efd976321dc2f66fc0f87f9eed65c7c3e9439

BodySetup3D and BodySetup2D is replaced by BodySetup, but the checking is not handled properly

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answered May 08 '17 at 10:06 AM

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J0000J
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