From 0f258954fbd8a0bd2279b4a29369dc0667c3f2bf Mon Sep 17 00:00:00 2001 From: Gene Walters Date: Thu, 27 May 2021 22:29:40 -0700 Subject: [PATCH] Fix for unit test. Checking that AssetManager is ready before spawning entities; MultiplayerSystemComponent will attempt to spawn a default player on init(), but during unit tests the AssetManager isn't stood up --- .../Code/Source/NetworkEntity/NetworkEntityManager.cpp | 8 ++++++-- 1 file changed, 6 insertions(+), 2 deletions(-) diff --git a/Gems/Multiplayer/Code/Source/NetworkEntity/NetworkEntityManager.cpp b/Gems/Multiplayer/Code/Source/NetworkEntity/NetworkEntityManager.cpp index dda3f18ad4..eaf89f3489 100644 --- a/Gems/Multiplayer/Code/Source/NetworkEntity/NetworkEntityManager.cpp +++ b/Gems/Multiplayer/Code/Source/NetworkEntity/NetworkEntityManager.cpp @@ -402,8 +402,12 @@ namespace Multiplayer const AZ::Transform& transform ) { - INetworkEntityManager::EntityList returnList; - + EntityList returnList; + if (!AZ::Data::AssetManager::IsReady()) + { + return returnList; + } + auto spawnableAssetId = m_networkPrefabLibrary.GetAssetIdByName(prefabEntryId.m_prefabName); // Required for sync-instantiation. Todo: keep the reference in NetworkSpawnableLibrary auto netSpawnableAsset = AZ::Data::AssetManager::Instance().GetAsset(spawnableAssetId, AZ::Data::AssetLoadBehavior::PreLoad);