Reverted partial support for property overrides on default material assignments. This needs more UI design discussion first.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
This commit is contained in:
+4
-8
@@ -227,11 +227,9 @@ namespace AZ
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OnPropertyChanged();
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};
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Data::Asset<RPI::MaterialAsset> assetToEdit = m_materialAsset.GetId().IsValid() ? m_materialAsset : m_defaultMaterialAsset;
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if (assetToEdit.GetId().IsValid())
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if (m_materialAsset.GetId().IsValid())
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{
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if (EditorMaterialComponentInspector::OpenInspectorDialog(GetLabel(), assetToEdit.GetId(), m_propertyOverrides, applyPropertyChangedCallback))
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if (EditorMaterialComponentInspector::OpenInspectorDialog(GetLabel(), m_materialAsset.GetId(), m_propertyOverrides, applyPropertyChangedCallback))
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{
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OnMaterialChanged();
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}
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@@ -247,11 +245,9 @@ namespace AZ
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OnPropertyChanged();
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};
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Data::Asset<RPI::MaterialAsset> assetToEdit = m_materialAsset.GetId().IsValid() ? m_materialAsset : m_defaultMaterialAsset;
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if (assetToEdit.GetId().IsValid())
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if (m_materialAsset.GetId().IsValid())
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{
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if (EditorMaterialComponentInspector::OpenInspectorDialog(assetToEdit.GetId(), m_matModUvOverrides, m_modelUvNames, applyMatModUvOverrideChangedCallback))
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if (EditorMaterialComponentInspector::OpenInspectorDialog(m_materialAsset.GetId(), m_matModUvOverrides, m_modelUvNames, applyMatModUvOverrideChangedCallback))
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{
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OnMaterialChanged();
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}
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