diff --git a/Code/Editor/TrackView/SequenceBatchRenderDialog.cpp b/Code/Editor/TrackView/SequenceBatchRenderDialog.cpp index e5a51051a2..08b0c1a952 100644 --- a/Code/Editor/TrackView/SequenceBatchRenderDialog.cpp +++ b/Code/Editor/TrackView/SequenceBatchRenderDialog.cpp @@ -13,6 +13,7 @@ #include "SequenceBatchRenderDialog.h" +#include #include // Qt @@ -1215,6 +1216,18 @@ void CSequenceBatchRenderDialog::OnKickIdleTimout() // All done with our custom OnKickIdle, restore editor idle. SetEnableEditorIdleProcessing(true); } + + //When we disable the editor idle processing. system tick is no longer invoked. + //so we call it here to ensure rendering + other systems are updated. + if (!m_editorIdleProcessingEnabled) + { + AZ::ComponentApplication* componentApplication = nullptr; + AZ::ComponentApplicationBus::BroadcastResult(componentApplication, &AZ::ComponentApplicationRequests::GetApplication); + if (componentApplication) + { + componentApplication->TickSystem(); + } + } } void CSequenceBatchRenderDialog::OnKickIdle() diff --git a/Gems/AtomLyIntegration/CommonFeatures/Code/Source/CoreLights/LightDelegateBase.inl b/Gems/AtomLyIntegration/CommonFeatures/Code/Source/CoreLights/LightDelegateBase.inl index 36c53c8fab..a84487749f 100644 --- a/Gems/AtomLyIntegration/CommonFeatures/Code/Source/CoreLights/LightDelegateBase.inl +++ b/Gems/AtomLyIntegration/CommonFeatures/Code/Source/CoreLights/LightDelegateBase.inl @@ -134,6 +134,11 @@ namespace AZ // For lights that get their transform from the shape bus, force an OnShapeChanged to update the transform. OnShapeChanged(ShapeChangeReasons::TransformChanged); } + else + { + // OnShapeChanged() already calls this for delegates with a shape bus + HandleShapeChanged(); + } } } diff --git a/Gems/Multiplayer/Code/Source/MultiplayerSystemComponent.cpp b/Gems/Multiplayer/Code/Source/MultiplayerSystemComponent.cpp index 841c22aa8b..488f891e06 100644 --- a/Gems/Multiplayer/Code/Source/MultiplayerSystemComponent.cpp +++ b/Gems/Multiplayer/Code/Source/MultiplayerSystemComponent.cpp @@ -735,7 +735,7 @@ namespace Multiplayer NetworkEntityHandle MultiplayerSystemComponent::SpawnDefaultPlayerPrefab() { - PrefabEntityId playerPrefabEntityId(AZ::Name(static_cast(sv_defaultPlayerSpawnAsset).c_str()), 1); + PrefabEntityId playerPrefabEntityId(AZ::Name(static_cast(sv_defaultPlayerSpawnAsset).c_str())); INetworkEntityManager::EntityList entityList = m_networkEntityManager.CreateEntitiesImmediate(playerPrefabEntityId, NetEntityRole::Authority, AZ::Transform::CreateIdentity()); NetworkEntityHandle controlledEntity; diff --git a/Gems/ScriptCanvas/Code/Include/ScriptCanvas/Execution/RuntimeComponent.cpp b/Gems/ScriptCanvas/Code/Include/ScriptCanvas/Execution/RuntimeComponent.cpp index 64d6a9339e..88ada9ddb1 100644 --- a/Gems/ScriptCanvas/Code/Include/ScriptCanvas/Execution/RuntimeComponent.cpp +++ b/Gems/ScriptCanvas/Code/Include/ScriptCanvas/Execution/RuntimeComponent.cpp @@ -60,7 +60,7 @@ namespace ScriptCanvas void RuntimeComponent::Execute() { - AZ_PROFILE_SCOPE_DYNAMIC(AZ::Debug::ProfileCategory::ScriptCanvas, "RuntimeComponent::Execute (%s)", m_runtimeAsset.GetId().ToString().c_str()); + AZ_PROFILE_SCOPE_DYNAMIC(AZ::Debug::ProfileCategory::ScriptCanvas, "RuntimeComponent::Execute (%s)", m_runtimeOverrides.m_runtimeAsset.GetId().ToString().c_str()); AZ_Assert(m_executionState, "RuntimeComponent::Execute called without an execution state"); SC_EXECUTION_TRACE_GRAPH_ACTIVATED(CreateActivationInfo()); SCRIPT_CANVAS_PERFORMANCE_SCOPE_EXECUTION(m_executionState->GetScriptCanvasId(), m_runtimeOverrides.m_runtimeAsset.GetId()); @@ -116,7 +116,7 @@ namespace ScriptCanvas AZ_Assert(m_runtimeAsset.Get(), "RuntimeComponent::m_runtimeAsset AssetId: %s was valid, but the data was not pre-loaded, so this script will not run", m_runtimeOverrides.m_runtimeAsset.GetId().ToString().data()); #endif - AZ_PROFILE_SCOPE_DYNAMIC(AZ::Debug::ProfileCategory::ScriptCanvas, "RuntimeComponent::InitializeExecution (%s)", m_runtimeAsset.GetId().ToString().c_str()); + AZ_PROFILE_SCOPE_DYNAMIC(AZ::Debug::ProfileCategory::ScriptCanvas, "RuntimeComponent::InitializeExecution (%s)", m_runtimeOverrides.m_runtimeAsset.GetId().ToString().c_str()); SCRIPT_CANVAS_PERFORMANCE_SCOPE_INITIALIZATION(m_scriptCanvasId, m_runtimeOverrides.m_runtimeAsset.GetId()); m_executionState = ExecutionState::Create(ExecutionStateConfig(m_runtimeOverrides.m_runtimeAsset, *this));