Restored the previous behavior of preventing material property overrides when there is no explicit material override assignment.

Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
This commit is contained in:
Chris Santora
2021-07-22 16:11:35 -07:00
committed by santorac
parent b19a895889
commit 1a478608a7
2 changed files with 3 additions and 11 deletions
@@ -365,10 +365,7 @@ namespace AZ
// if material is present in controller configuration, assign its data
const MaterialAssignment& materialFromController = GetMaterialAssignmentFromMap(config.m_materials, slot.m_id);
if (materialFromController.m_materialAsset != slot.m_defaultMaterialAsset) // Prevents the default material from showing up as a filled-in value in the property field
{
slot.m_materialAsset = materialFromController.m_materialAsset;
}
slot.m_materialAsset = materialFromController.m_materialAsset;
slot.m_propertyOverrides = materialFromController.m_propertyOverrides;
slot.m_matModUvOverrides = materialFromController.m_matModUvOverrides;
@@ -435,9 +432,6 @@ namespace AZ
AzToolsFramework::ScopedUndoBatch undoBatch("Generating materials.");
SetDirty();
Data::AssetId modelAssetId;
MeshComponentRequestBus::EventResult(modelAssetId, GetEntityId(), &MeshComponentRequestBus::Events::GetModelAssetId);
// First generating a unique set of all material asset IDs that will be used for source data generation
AZStd::unordered_map<AZ::Data::AssetId, AZStd::string /*slot name*/> assetIdMap;
@@ -272,13 +272,11 @@ namespace AZ
action = menu.addAction("Edit Source Material...", [this]() { OpenMaterialEditor(); });
action->setEnabled(HasSourceData());
bool hasAnyMaterial = m_defaultMaterialAsset.GetId().IsValid() || m_materialAsset.GetId().IsValid();
action = menu.addAction("Edit Material Instance...", [this]() { OpenMaterialInspector(); });
action->setEnabled(hasAnyMaterial);
action->setEnabled(m_materialAsset.GetId().IsValid());
action = menu.addAction("Edit Material Instance UV Map...", [this]() { OpenUvNameMapInspector(); });
action->setEnabled(hasAnyMaterial);
action->setEnabled(m_materialAsset.GetId().IsValid());
menu.addSeparator();