Removed print statement, adding in new files that were missed

This commit is contained in:
sconel
2021-05-10 12:11:53 -07:00
parent b04bfc459f
commit 2e9ae76596
6 changed files with 67 additions and 8 deletions
@@ -118,7 +118,7 @@ namespace AzToolsFramework
}
bool LoadInstanceFromPrefabDom(
Instance& instance, const PrefabDom& prefabDom, AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& loadedAssets, LoadInstanceFlags flags)
Instance& instance, const PrefabDom& prefabDom, AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& referencedAssets, LoadInstanceFlags flags)
{
// When entities are rebuilt they are first destroyed. As a result any assets they were exclusively holding on to will
// be released and reloaded once the entities are built up again. By suspending asset release temporarily the asset reload
@@ -156,7 +156,7 @@ namespace AzToolsFramework
return false;
}
loadedAssets = assetTracker.GetTrackedAssets();
referencedAssets = AZStd::move(assetTracker.GetTrackedAssets());
return true;
}
@@ -76,7 +76,8 @@ namespace AzToolsFramework
* @return bool on whether the operation succeeded.
*/
bool LoadInstanceFromPrefabDom(
Instance& instance, const PrefabDom& prefabDom, AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& loadedAssets, LoadInstanceFlags flags = LoadInstanceFlags::None);
Instance& instance, const PrefabDom& prefabDom, AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& referencedAssets,
LoadInstanceFlags flags = LoadInstanceFlags::None);
/**
* Loads a valid Prefab Instance from a Prefab Dom. Useful for generating Instances.
@@ -20,8 +20,6 @@
#include <AzToolsFramework/Prefab/Spawnable/PrefabCatchmentProcessor.h>
#include <AzToolsFramework/Prefab/Spawnable/SpawnableUtils.h>
#include <AzToolsFramework/Prefab/PrefabDomUtils.h>
namespace AzToolsFramework::Prefab::PrefabConversionUtils
{
void PrefabCatchmentProcessor::Process(PrefabProcessorContext& context)
@@ -65,7 +63,6 @@ namespace AzToolsFramework::Prefab::PrefabConversionUtils
AZStd::move(uniqueName), context.GetSourceUuid(), AZStd::move(serializer));
AZ_Assert(spawnable, "Failed to create a new spawnable.");
Prefab::PrefabDomUtils::PrintPrefabDomValue("Prefab used for spawnable", prefab);
bool result = SpawnableUtils::CreateSpawnable(*spawnable, prefab, object.GetReferencedAssets());
if (result)
{