Removed print statement, adding in new files that were missed
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@@ -118,7 +118,7 @@ namespace AzToolsFramework
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}
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bool LoadInstanceFromPrefabDom(
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Instance& instance, const PrefabDom& prefabDom, AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& loadedAssets, LoadInstanceFlags flags)
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Instance& instance, const PrefabDom& prefabDom, AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& referencedAssets, LoadInstanceFlags flags)
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{
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// When entities are rebuilt they are first destroyed. As a result any assets they were exclusively holding on to will
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// be released and reloaded once the entities are built up again. By suspending asset release temporarily the asset reload
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@@ -156,7 +156,7 @@ namespace AzToolsFramework
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return false;
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}
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loadedAssets = assetTracker.GetTrackedAssets();
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referencedAssets = AZStd::move(assetTracker.GetTrackedAssets());
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return true;
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}
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@@ -76,7 +76,8 @@ namespace AzToolsFramework
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* @return bool on whether the operation succeeded.
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*/
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bool LoadInstanceFromPrefabDom(
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Instance& instance, const PrefabDom& prefabDom, AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& loadedAssets, LoadInstanceFlags flags = LoadInstanceFlags::None);
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Instance& instance, const PrefabDom& prefabDom, AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& referencedAssets,
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LoadInstanceFlags flags = LoadInstanceFlags::None);
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/**
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* Loads a valid Prefab Instance from a Prefab Dom. Useful for generating Instances.
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-3
@@ -20,8 +20,6 @@
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#include <AzToolsFramework/Prefab/Spawnable/PrefabCatchmentProcessor.h>
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#include <AzToolsFramework/Prefab/Spawnable/SpawnableUtils.h>
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#include <AzToolsFramework/Prefab/PrefabDomUtils.h>
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namespace AzToolsFramework::Prefab::PrefabConversionUtils
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{
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void PrefabCatchmentProcessor::Process(PrefabProcessorContext& context)
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@@ -65,7 +63,6 @@ namespace AzToolsFramework::Prefab::PrefabConversionUtils
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AZStd::move(uniqueName), context.GetSourceUuid(), AZStd::move(serializer));
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AZ_Assert(spawnable, "Failed to create a new spawnable.");
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Prefab::PrefabDomUtils::PrintPrefabDomValue("Prefab used for spawnable", prefab);
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bool result = SpawnableUtils::CreateSpawnable(*spawnable, prefab, object.GetReferencedAssets());
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if (result)
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{
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