diff --git a/Gems/Atom/Feature/Common/Code/Source/SkinnedMesh/SkinnedMeshInputBuffers.cpp b/Gems/Atom/Feature/Common/Code/Source/SkinnedMesh/SkinnedMeshInputBuffers.cpp index 343370ae35..a87d272448 100644 --- a/Gems/Atom/Feature/Common/Code/Source/SkinnedMesh/SkinnedMeshInputBuffers.cpp +++ b/Gems/Atom/Feature/Common/Code/Source/SkinnedMesh/SkinnedMeshInputBuffers.cpp @@ -629,6 +629,11 @@ namespace AZ Data::Asset lodAsset; modelLodCreator.End(lodAsset); + if (!lodAsset.IsReady()) + { + // [GFX TODO] During mesh reload the modelLodCreator could report errors and result in the lodAsset not ready. + return nullptr; + } modelCreator.AddLodAsset(AZStd::move(lodAsset)); lodIndex++; diff --git a/Gems/AtomLyIntegration/EMotionFXAtom/Code/Source/ActorAsset.cpp b/Gems/AtomLyIntegration/EMotionFXAtom/Code/Source/ActorAsset.cpp index 9f68a7d12c..1c4657d8df 100644 --- a/Gems/AtomLyIntegration/EMotionFXAtom/Code/Source/ActorAsset.cpp +++ b/Gems/AtomLyIntegration/EMotionFXAtom/Code/Source/ActorAsset.cpp @@ -311,7 +311,8 @@ namespace AZ Data::Asset modelAsset = actor->GetMeshAsset(); if (!modelAsset.IsReady()) { - AZ_Error("CreateSkinnedMeshInputFromActor", false, "Attempting to create skinned mesh input buffers for an actor that doesn't have a loaded model."); + AZ_Warning("CreateSkinnedMeshInputFromActor", false, "Check if the actor has a mesh added. Right click the source file in the asset browser, click edit settings, " + "and navigate to the Meshes tab. Add a mesh if it's missing."); return nullptr; } diff --git a/Gems/AtomLyIntegration/EMotionFXAtom/Code/Source/AtomActorInstance.cpp b/Gems/AtomLyIntegration/EMotionFXAtom/Code/Source/AtomActorInstance.cpp index 532c8720b5..18a21c93a6 100644 --- a/Gems/AtomLyIntegration/EMotionFXAtom/Code/Source/AtomActorInstance.cpp +++ b/Gems/AtomLyIntegration/EMotionFXAtom/Code/Source/AtomActorInstance.cpp @@ -456,9 +456,8 @@ namespace AZ void AtomActorInstance::Create() { Destroy(); - m_skinnedMeshInputBuffers = GetRenderActor()->FindOrCreateSkinnedMeshInputBuffers(); - AZ_Error("AtomActorInstance", m_skinnedMeshInputBuffers, "Failed to get SkinnedMeshInputBuffers from Actor."); + AZ_Warning("AtomActorInstance", m_skinnedMeshInputBuffers, "Failed to create SkinnedMeshInputBuffers from Actor. It is likely that this actor doesn't have any meshes"); if (m_skinnedMeshInputBuffers) { m_boneTransforms = CreateBoneTransformBufferFromActorInstance(m_actorInstance, GetSkinningMethod());