Adding '.network.spawnable' as a network constant

Signed-off-by: Gene Walters <genewalt@amazon.com>
This commit is contained in:
Gene Walters
2022-01-18 16:34:58 -08:00
parent 626b16dbae
commit 54de15b0ec
4 changed files with 7 additions and 3 deletions
@@ -13,6 +13,7 @@
#include <Prefab/PrefabDomTypes.h>
#include <Prefab/Spawnable/PrefabProcessorContext.h>
#include <Multiplayer/Components/NetBindComponent.h>
#include <Multiplayer/MultiplayerConstants.h>
#include <Source/Pipeline/NetworkPrefabProcessor.h>
namespace UnitTest
@@ -92,7 +93,7 @@ namespace UnitTest
// Verify the name and the type of the spawnable asset
const AZ::Data::AssetData& spawnableAsset = processedObjects[0].GetAsset();
EXPECT_EQ(prefabName + ".network.spawnable", processedObjects[0].GetId());
EXPECT_EQ(prefabName + Multiplayer::NetworkSpawnableFileExtension.data(), processedObjects[0].GetId());
EXPECT_EQ(spawnableAsset.GetType(), azrtti_typeid<AzFramework::Spawnable>());
// Verify we have only the networked entity in the network spawnable and not the static one