Fix cloth with MeshOptimization ON
- Reexport cloth assets with AssImp ON. These was necessary because AssImp collects a different name for the color streams than FbxSDK and therefore they needed to be reassigned in the cloth rule. - Adding '_optimized' string to a global variable and using StringFunc RChop to remove it for a string.
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-2
@@ -54,6 +54,7 @@
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#include <SceneAPI/SceneCore/Events/GenerateEventContext.h>
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#include <SceneAPI/SceneCore/Events/ProcessingResult.h>
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#include <SceneAPI/SceneCore/Utilities/Reporting.h>
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#include <SceneAPI/SceneCore/Utilities/SceneGraphSelector.h>
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#include <SceneAPI/SceneData/GraphData/BlendShapeData.h>
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#include <SceneAPI/SceneData/GraphData/MeshData.h>
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#include <SceneAPI/SceneData/GraphData/MeshVertexBitangentData.h>
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@@ -280,8 +281,7 @@ namespace AZ::SceneGenerationComponents
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}
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const AZStd::string name =
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AZStd::string(graph.GetNodeName(nodeIndex).GetName(), graph.GetNodeName(nodeIndex).GetNameLength())
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+ "_optimized";
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AZStd::string(graph.GetNodeName(nodeIndex).GetName(), graph.GetNodeName(nodeIndex).GetNameLength()).append(SceneAPI::Utilities::OptimizedMeshSuffix);
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if (graph.Find(name).IsValid())
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{
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AZ_TracePrintf(AZ::SceneAPI::Utilities::LogWindow, "Optimized mesh already exists at '%s', there must be multiple mesh groups that have selected this mesh. Skipping the additional ones.", name.c_str());
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