Cleanup server launch, misc. MP consts, and register Editor Spawnable assets server side
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@@ -308,6 +308,8 @@ namespace AZ
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Asset(AssetLoadBehavior loadBehavior = AssetLoadBehavior::Default);
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/// Create an asset from a valid asset data (created asset), might not be loaded or currently loading.
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Asset(AssetData* assetData, AssetLoadBehavior loadBehavior);
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/// Create an asset from a valid asset data (created asset) and set the asset id for both, might not be loaded or currently loading.
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Asset(const AZ::Data::AssetId& id, AssetData* assetData, AssetLoadBehavior loadBehavior);
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/// Initialize asset pointer with id, type, and hint. No data construction will occur until QueueLoad is called.
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Asset(const AZ::Data::AssetId& id, const AZ::Data::AssetType& type, const AZStd::string& hint = AZStd::string());
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@@ -788,6 +790,17 @@ namespace AZ
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SetData(assetData);
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}
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//=========================================================================
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template<class T>
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Asset<T>::Asset(const AssetId& id, AssetData* assetData, AssetLoadBehavior loadBehavior)
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: m_assetId(id)
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, m_assetType(azrtti_typeid<T>())
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, m_loadBehavior(loadBehavior)
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{
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assetData->m_assetId = id;
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SetData(assetData);
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}
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//=========================================================================
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template<class T>
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Asset<T>::Asset(const AssetId& id, const AZ::Data::AssetType& type, const AZStd::string& hint)
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+2
@@ -46,6 +46,8 @@ namespace AzToolsFramework
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virtual Prefab::InstanceOptionalReference GetRootPrefabInstance() = 0;
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//! Get all Assets generated by Prefab processing when entering Play-In Editor mode (Ctrl+G)
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//! /return The vector of Assets generated by Prefab processing
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virtual const AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& GetPlayInEditorAssetData() = 0;
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virtual bool LoadFromStream(AZ::IO::GenericStream& stream, AZStd::string_view filename) = 0;
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