Integrating latest 47acbe8
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@@ -42,8 +42,15 @@ namespace EMotionFX
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m_entityId = AZ::EntityId(740216387);
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m_entity->SetId(m_entityId);
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// Actor asset.
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AZ::Data::AssetId actorAssetId("{5060227D-B6F4-422E-BF82-41AAC5F228A5}");
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AZStd::unique_ptr<Actor> actor = ActorFactory::CreateAndInit<JackNoMeshesActor>();
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AZ::Data::Asset<Integration::ActorAsset> actorAsset = TestActorAssets::GetAssetFromActor(actorAssetId, AZStd::move(actor));
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Integration::ActorComponent::Configuration actorConf;
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actorConf.m_actorAsset = actorAsset;
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auto transformComponent = m_entity->CreateComponent<AzFramework::TransformComponent>();
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auto actorComponent = m_entity->CreateComponent<Integration::ActorComponent>();
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auto actorComponent = m_entity->CreateComponent<Integration::ActorComponent>(&actorConf);
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m_simpleMotionComponent = m_entity->CreateComponent<Integration::SimpleMotionComponent>();
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m_entity->Init();
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@@ -58,13 +65,9 @@ namespace EMotionFX
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motionAsset.GetAs<Integration::MotionAsset>()->SetData(motion);
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m_simpleMotionComponent->OnAssetReady(motionAsset);
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// Actor asset.
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AZ::Data::AssetId actorAssetId("{5060227D-B6F4-422E-BF82-41AAC5F228A5}");
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AZStd::unique_ptr<Actor> actor = ActorFactory::CreateAndInit<JackNoMeshesActor>();
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AZ::Data::Asset<Integration::ActorAsset> actorAsset = TestActorAssets::GetAssetFromActor(actorAssetId, AZStd::move(actor));
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actorComponent->OnAssetReady(actorAsset);
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// Actor component
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m_entity->Activate();
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actorComponent->SetActorAsset(actorAsset);
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}
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void AddMotionEntry(Motion* motion, const AZStd::string& motionId)
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