addressed some nits and added comments
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@@ -14,7 +14,7 @@ class Tests():
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find_empty_entity = ("Entity: 'EmptyEntity' found", "Entity: 'EmptyEntity' *not* found in level")
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empty_entity_pos = ("'EmptyEntity' position is at the expected position", "'EmptyEntity' position is *not* at the expected position")
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find_pxentity = ("Entity: 'EntityWithPxCollider' found", "Entity: 'EntityWithPxCollider' *not* found in level")
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pxentity_component = ("Entity: 'EntityWithPxCollider' has a Physx Collider", "Entity: 'EntityWithPxCollider' has *not* a Physx Collider")
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pxentity_component = ("Entity: 'EntityWithPxCollider' has a Physx Collider", "Entity: 'EntityWithPxCollider' does *not* have a Physx Collider")
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# fmt:on
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@@ -50,17 +50,19 @@ def PrefabLevel_OpensLevelWithEntities():
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if entityIds[0].IsValid():
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return entityIds[0]
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return None
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#Checks for an entity called "EmptyEntity"
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helper.wait_for_condition(lambda: find_entity("EmptyEntity").IsValid(), 5.0)
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empty_entity_id = find_entity("EmptyEntity")
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Report.result(Tests.find_empty_entity, empty_entity_id.IsValid())
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# Checks if the EmptyEntity is in the correct position and if it fails, it will provide the expected postion and the actual postion of the entity in the Editor log
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empty_entity_pos = azlmbr.components.TransformBus(azlmbr.bus.Event, "GetWorldTranslation", empty_entity_id)
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is_at_position = empty_entity_pos.IsClose(EXPECTED_EMPTY_ENTITY_POS)
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Report.result(Tests.empty_entity_pos, is_at_position)
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if not is_at_position:
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Report.info(f'Expected position: {EXPECTED_EMPTY_ENTITY_POS.ToString()}, actual position: {empty_entity_pos.ToString()}')
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#Checks for an entity called "EntityWithPxCollider" and if it has the PhysX Collider component
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pxentity = find_entity("EntityWithPxCollider")
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Report.result(Tests.find_pxentity, pxentity.IsValid())
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