SystemComponent is now only build in PhysX.Static, instead of most of the Physx projects.
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@@ -142,13 +142,6 @@ namespace Physics
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virtual AZStd::shared_ptr<Shape> CreateShape(const ColliderConfiguration& colliderConfiguration, const ShapeConfiguration& configuration) = 0;
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/// Adds an appropriate collider component to the entity based on the provided shape configuration.
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/// @param entity Entity where the component should be added to.
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/// @param colliderConfiguration Configuration of the collider.
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/// @param shapeConfiguration Configuration of the shape of the collider.
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/// @param addEditorComponents Tells whether to add the Editor version of the collider component or the Game one.
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virtual void AddColliderComponentToEntity(AZ::Entity* entity, const Physics::ColliderConfiguration& colliderConfiguration, const Physics::ShapeConfiguration& shapeConfiguration, bool addEditorComponents = false) = 0;
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/// Releases the mesh object created by the physics backend.
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/// @param nativeMeshObject Pointer to the mesh object.
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virtual void ReleaseNativeMeshObject(void* nativeMeshObject) = 0;
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