updating based on feedback
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@@ -68,7 +68,7 @@ namespace EMotionFX
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&actorSettings,
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"");
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assetData->ReleaseEmotionFXData();
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assetData->ReleaseEMotionFXData();
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if (!assetData->m_emfxActor)
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{
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@@ -90,7 +90,7 @@ namespace EMotionFX
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}
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}
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assetData->ReleaseEmotionFXData();
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assetData->ReleaseEMotionFXData();
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AZ_Error("EMotionFX", assetData->m_emfxAnimGraph, "Failed to initialize anim graph asset %s", asset.GetHint().c_str());
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return static_cast<bool>(assetData->m_emfxAnimGraph);
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}
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@@ -36,10 +36,9 @@ namespace EMotionFX
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: AZ::Data::AssetData(id)
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{}
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void ReleaseEmotionFXData()
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void ReleaseEMotionFXData()
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{
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m_emfxNativeData.clear();
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m_emfxNativeData.shrink_to_fit();
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m_emfxNativeData = {};
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}
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AZStd::vector<AZ::u8> m_emfxNativeData;
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@@ -47,7 +47,7 @@ namespace EMotionFX
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assetData->m_emfxMotion->SetIsOwnedByRuntime(true);
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}
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assetData->ReleaseEmotionFXData();
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assetData->ReleaseEMotionFXData();
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AZ_Error("EMotionFX", assetData->m_emfxMotion, "Failed to initialize motion asset %s", asset.GetHint().c_str());
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return (assetData->m_emfxMotion);
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}
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@@ -232,7 +232,7 @@ namespace EMotionFX
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// Set motion set's motion load callback, so if EMotion FX queries back for a motion,
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// we can pull the one managed through an AZ::Asset.
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assetData->m_emfxMotionSet->SetCallback(aznew CustomMotionSetCallback(asset));
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assetData->ReleaseEmotionFXData();
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assetData->ReleaseEMotionFXData();
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return true;
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}
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