Merge pull request #522 from aws-lumberyard-dev/mp_editor_pipeline
Integrating network prefab processing with Multiplayer.Editor to enable server launch on Ctrl+G via an Editor specific network connection
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@@ -307,6 +307,8 @@ namespace AZ
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Asset(AssetLoadBehavior loadBehavior = AssetLoadBehavior::Default);
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/// Create an asset from a valid asset data (created asset), might not be loaded or currently loading.
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Asset(AssetData* assetData, AssetLoadBehavior loadBehavior);
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/// Create an asset from a valid asset data (created asset) and set the asset id for both, might not be loaded or currently loading.
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Asset(const AZ::Data::AssetId& id, AssetData* assetData, AssetLoadBehavior loadBehavior);
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/// Initialize asset pointer with id, type, and hint. No data construction will occur until QueueLoad is called.
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Asset(const AZ::Data::AssetId& id, const AZ::Data::AssetType& type, const AZStd::string& hint = AZStd::string());
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@@ -787,6 +789,18 @@ namespace AZ
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SetData(assetData);
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}
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//=========================================================================
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template<class T>
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Asset<T>::Asset(const AssetId& id, AssetData* assetData, AssetLoadBehavior loadBehavior)
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: m_assetId(id)
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, m_assetType(azrtti_typeid<T>())
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, m_loadBehavior(loadBehavior)
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{
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AZ_Assert(!assetData->m_assetId.IsValid(), "Asset data already has an ID set.");
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assetData->m_assetId = id;
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SetData(assetData);
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}
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//=========================================================================
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template<class T>
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Asset<T>::Asset(const AssetId& id, const AZ::Data::AssetType& type, const AZStd::string& hint)
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