Proc Prefabs: Remove feature toggle (#6348)
* Disable feature flag - redirect proc prefab check to IsPrefabSystemEnabled. Procedural Prefabs are now on by default when the prefab system is enabled. Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com> * Bump scene builder version to cause all procedural prefabs to rebuild Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com> * Switch to lambda for ebus call Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com> * Remove unused const Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com>
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+9
-5
@@ -9,12 +9,11 @@
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#include <AzCore/Serialization/SerializeContext.h>
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#include <AzCore/Serialization/Json/RegistrationContext.h>
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#include <AzCore/Settings/SettingsRegistry.h>
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#include <AzFramework/API/ApplicationAPI.h>
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#include <AzFramework/FileFunc/FileFunc.h>
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namespace AZ::Prefab
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{
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static constexpr const char s_useProceduralPrefabsKey[] = "/O3DE/Preferences/Prefabs/UseProceduralPrefabs";
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// ProceduralPrefabAsset
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ProceduralPrefabAsset::ProceduralPrefabAsset(const AZ::Data::AssetId& assetId)
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@@ -58,9 +57,14 @@ namespace AZ::Prefab
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bool ProceduralPrefabAsset::UseProceduralPrefabs()
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{
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bool useProceduralPrefabs = false;
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bool result = AZ::SettingsRegistry::Get()->GetObject(useProceduralPrefabs, s_useProceduralPrefabsKey);
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return result && useProceduralPrefabs;
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bool prefabsEnabled = false;
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AzFramework::ApplicationRequests::Bus::Broadcast(
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[&prefabsEnabled](AzFramework::ApplicationRequests::Bus::Events* ebus)
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{
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prefabsEnabled = ebus->IsPrefabSystemEnabled();
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});
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return prefabsEnabled;
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}
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// PrefabDomData
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@@ -71,7 +71,7 @@ namespace SceneBuilder
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context->EnumerateDerived(callback, azrtti_typeid<AZ::SceneAPI::SceneCore::GenerationComponent>(), azrtti_typeid<AZ::SceneAPI::SceneCore::GenerationComponent>());
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context->EnumerateDerived(callback, azrtti_typeid<AZ::SceneAPI::SceneCore::LoadingComponent>(), azrtti_typeid<AZ::SceneAPI::SceneCore::LoadingComponent>());
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}
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AZ::SceneAPI::SceneBuilderDependencyBus::Broadcast(&AZ::SceneAPI::SceneBuilderDependencyRequests::AddFingerprintInfo, fragments);
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for (const AZStd::string& element : fragments)
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@@ -79,7 +79,7 @@ namespace SceneBuilder
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m_cachedFingerprint.append(element);
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}
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// A general catch all version fingerprint. Update this to force all FBX files to recompile.
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m_cachedFingerprint.append("Version 1");
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m_cachedFingerprint.append("Version 2");
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}
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return m_cachedFingerprint.c_str();
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@@ -223,7 +223,7 @@ namespace SceneBuilder
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// Only used during processing to redirect trace printfs with an warning or error window to the appropriate reporting function.
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TraceMessageHook messageHook;
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// Load Scene graph and manifest from the provided path and then initialize them.
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if (m_isShuttingDown)
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{
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@@ -282,9 +282,9 @@ namespace SceneBuilder
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}
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for (const AZStd::string& pathDependency : exportProduct.m_legacyPathDependencies)
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{
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// SceneCore doesn't have access to AssetBuilderSDK, so it doesn't have access to the
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// SceneCore doesn't have access to AssetBuilderSDK, so it doesn't have access to the
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// ProductPathDependency type or the ProductPathDependencyType enum. Exporters registered with the
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// Scene Builder should report path dependencies on source files as absolute paths, while dependencies
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// Scene Builder should report path dependencies on source files as absolute paths, while dependencies
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// on product files should be reported as relative paths.
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if (AzFramework::StringFunc::Path::IsRelative(pathDependency.c_str()))
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{
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@@ -314,7 +314,7 @@ namespace SceneBuilder
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using namespace AZ::SceneAPI;
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using namespace AZ::SceneAPI::Containers;
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using namespace AZ::SceneAPI::Events;
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AZ_TracePrintf(Utilities::LogWindow, "Loading scene.\n");
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SceneSerializationBus::BroadcastResult(result, &SceneSerializationBus::Events::LoadScene, request.m_fullPath, request.m_sourceFileUUID);
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@@ -331,7 +331,7 @@ namespace SceneBuilder
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response.m_resultCode = AssetBuilderSDK::ProcessJobResult_Success;
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return false; // Still return false as there's no work so should exit.
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}
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return true;
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}
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@@ -379,7 +379,7 @@ namespace SceneBuilder
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using namespace AZ::SceneAPI::SceneCore;
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AZ_Assert(scene, "Invalid scene passed for exporting.");
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const AZStd::string& outputFolder = request.m_tempDirPath;
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const char* platformIdentifier = request.m_jobDescription.GetPlatformIdentifier().c_str();
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AZ_TraceContext("Output folder", outputFolder.c_str());
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