Split editor entity activation from PrefabSystemComponent (#6787)
* Split editor entity activation from PrefabSystemComponent Signed-off-by: srikappa-amzn <82230713+srikappa-amzn@users.noreply.github.com> * Fixed a small typo Signed-off-by: srikappa-amzn <82230713+srikappa-amzn@users.noreply.github.com> * Pass entity activation callback during prefab instantiation for failing tests Signed-off-by: srikappa-amzn <82230713+srikappa-amzn@users.noreply.github.com>
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@@ -79,7 +79,14 @@ namespace UnitTest
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// verify template updated correctly
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//instantiate second instance for checking if propogation works
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AZStd::unique_ptr<Instance> secondInstance = m_prefabSystemComponent->InstantiatePrefab(templateId);
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AZStd::unique_ptr<Instance> secondInstance = m_prefabSystemComponent->InstantiatePrefab(
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templateId, AZStd::nullopt,
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[](const AzToolsFramework::EntityList& entities)
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{
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AzToolsFramework::EditorEntityContextRequestBus::Broadcast(
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&AzToolsFramework::EditorEntityContextRequests::HandleEntitiesAdded, entities);
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});
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ASSERT_TRUE(secondInstance);
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ValidateInstanceEntitiesActive(*secondInstance);
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