adding ifdef to compare loading vs creating material type assets

Signed-off-by: Guthrie Adams <guthadam@amazon.com>
This commit is contained in:
Guthrie Adams
2021-10-25 12:35:19 -05:00
parent 30120b9626
commit 0724403f90
@@ -193,6 +193,7 @@ namespace AZ
MaterialAssetCreator materialAssetCreator;
materialAssetCreator.SetElevateWarnings(elevateWarnings);
#if 0
MaterialTypeSourceData materialTypeSourceData;
AZStd::string materialTypeSourcePath = AssetUtils::ResolvePathReference(materialSourceFilePath, m_materialType);
if (!AZ::RPI::JsonUtils::LoadObjectFromFile(materialTypeSourcePath, materialTypeSourceData))
@@ -208,6 +209,13 @@ namespace AZ
{
return Failure();
}
#else
auto materialTypeAsset = AssetUtils::LoadAsset<MaterialTypeAsset>(materialSourceFilePath, m_materialType);
if (!materialTypeAsset.IsSuccess())
{
return Failure();
}
#endif
materialAssetCreator.Begin(assetId, *materialTypeAsset.GetValue().Get(), includeMaterialPropertyNames);