Integrating github/staging through commit ab87ed9

This commit is contained in:
alexpete
2021-04-09 11:27:37 -07:00
parent ae62a97894
commit 1044dc3da1
1582 changed files with 29374 additions and 519051 deletions
@@ -33,7 +33,7 @@ namespace EMotionFX
AZStd::unique_ptr<Actor> actor = ActorFactory::CreateAndInit<JackNoMeshesActor>();
AZ::Data::Asset<Integration::ActorAsset> actorAsset = TestActorAssets::GetAssetFromActor(actorAssetId, AZStd::move(actor));
auto transformComponent = gameEntity->CreateComponent<AzFramework::TransformComponent>();
gameEntity->CreateComponent<AzFramework::TransformComponent>();
auto actorComponent = gameEntity->CreateComponent<Integration::ActorComponent>();
gameEntity->Init();
@@ -48,7 +48,7 @@ namespace EMotionFX
actorConfig.m_attachmentTarget = entityId;
actorConfig.m_attachmentType = Integration::AttachmentType::SkinAttachment;
auto transformComponentAttachmentEntity = gameEntityAttachment->CreateComponent<AzFramework::TransformComponent>();
gameEntityAttachment->CreateComponent<AzFramework::TransformComponent>();
auto actorComponentAttachmentEntity = gameEntityAttachment->CreateComponent<Integration::ActorComponent>(&actorConfig);
gameEntityAttachment->Init();
@@ -74,7 +74,7 @@ namespace EMotionFX
AZStd::unique_ptr<Actor> actor = ActorFactory::CreateAndInit<JackNoMeshesActor>();
AZ::Data::Asset<Integration::ActorAsset> actorAsset = TestActorAssets::GetAssetFromActor(actorAssetId, AZStd::move(actor));
auto transformComponent = gameEntity->CreateComponent<AzFramework::TransformComponent>();
gameEntity->CreateComponent<AzFramework::TransformComponent>();
auto actorComponent = gameEntity->CreateComponent<Integration::ActorComponent>();
gameEntity->Init();
@@ -89,7 +89,7 @@ namespace EMotionFX
actorConfig.m_attachmentTarget = entityId;
actorConfig.m_attachmentType = Integration::AttachmentType::SkinAttachment;
auto transformComponentAttachmentEntity = gameEntityAttachment->CreateComponent<AzFramework::TransformComponent>();
gameEntityAttachment->CreateComponent<AzFramework::TransformComponent>();
auto actorComponentAttachmentEntity = gameEntityAttachment->CreateComponent<Integration::ActorComponent>(&actorConfig);
gameEntityAttachment->Init();