Fixed an issue where I had changed prior functionality by mistake, preventing exported materials from replacing material assignments.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com>
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+2
-2
@@ -492,8 +492,8 @@ namespace AZ
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if (editorMaterialSlot)
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{
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if (!editorMaterialSlot->m_materialAsset.GetId().IsValid() && //< Only update the slot of it was originally empty, having no override material.
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editorMaterialSlot->m_defaultMaterialAsset.GetId() == exportItem.GetOriginalAssetId()) //< We need to check whether replaced material corresponds to this slot's default material.
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// We need to check whether replaced material corresponds to this slot's default material.
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if (editorMaterialSlot->m_defaultMaterialAsset.GetId() == exportItem.GetOriginalAssetId())
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{
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editorMaterialSlot->m_materialAsset.Create(assetIdOutcome.GetValue());
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}
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