Fixed emfx unit tests
Signed-off-by: Benjamin Jillich <jillich@amazon.com>
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@@ -67,7 +67,7 @@ namespace EMotionFX
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"The method used to compute the Actor bounding box. NOTE: ordered by least expensive to compute to most expensive to compute.")
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->EnumAttribute(ActorInstance::BOUNDS_STATIC_BASED, "Static (Recommended)")
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->EnumAttribute(ActorInstance::BOUNDS_NODE_BASED, "Bone position-based")
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->EnumAttribute(ActorInstance::BOUNDS_MESH_BASED, "Mesh vertex-based (Expensive)")
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->EnumAttribute(ActorInstance::BOUNDS_MESH_BASED, "Mesh vertex-based (VERY EXPENSIVE)")
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->Attribute(AZ::Edit::Attributes::ChangeNotify, AZ::Edit::PropertyRefreshLevels::EntireTree)
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->DataElement(AZ::Edit::UIHandlers::Default, &ActorComponent::BoundingBoxConfiguration::m_expandBy,
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"Expand by",
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@@ -75,7 +75,7 @@ namespace EMotionFX
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"This can be used to add a tolerance area to the calculated bounding box to avoid clipping the character too early. "
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"A static bounding box together with the expansion is the recommended way for maximum performance. (Default = 25%)")
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->Attribute(AZ::Edit::Attributes::Suffix, " %")
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->Attribute(AZ::Edit::Attributes::Min, 0.0f)
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->Attribute(AZ::Edit::Attributes::Min, -100.0f + AZ::Constants::Tolerance)
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->DataElement(AZ::Edit::UIHandlers::Default, &ActorComponent::BoundingBoxConfiguration::m_autoUpdateBounds,
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"Automatically update bounds?",
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"If true, bounds are automatically updated based on some frequency. Otherwise bounds are computed only at creation or when triggered manually")
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