Integrating latest 47acbe8
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@@ -109,7 +109,7 @@ namespace UnitTest
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auto actor = AZStd::make_unique<ActorHelper>("actor_test");
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actor->FinishSetup();
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m_actorComponent->OnAssetReady(CreateAssetFromActor(AZStd::move(actor)));
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m_actorComponent->SetActorAsset(CreateAssetFromActor(AZStd::move(actor)));
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}
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NvCloth::ClothComponentMesh clothComponentMesh(m_actorComponent->GetEntityId(), {});
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@@ -129,7 +129,7 @@ namespace UnitTest
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actor->AddJoint(MeshNodeName);
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actor->FinishSetup();
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m_actorComponent->OnAssetReady(CreateAssetFromActor(AZStd::move(actor)));
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m_actorComponent->SetActorAsset(CreateAssetFromActor(AZStd::move(actor)));
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}
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NvCloth::ClothConfiguration clothConfig;
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@@ -150,10 +150,10 @@ namespace UnitTest
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{
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auto actor = AZStd::make_unique<ActorHelper>("actor_test");
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auto meshNodeIndex = actor->AddJoint(MeshNodeName);
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actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(meshNodeIndex, MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs));
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actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs));
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actor->FinishSetup();
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m_actorComponent->OnAssetReady(CreateAssetFromActor(AZStd::move(actor)));
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m_actorComponent->SetActorAsset(CreateAssetFromActor(AZStd::move(actor)));
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}
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NvCloth::ClothConfiguration clothConfig;
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@@ -171,10 +171,10 @@ namespace UnitTest
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{
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auto actor = AZStd::make_unique<ActorHelper>("actor_test");
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auto meshNodeIndex = actor->AddJoint(MeshNodeName);
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actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(meshNodeIndex, MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs, MeshClothData));
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actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs, MeshClothData));
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actor->FinishSetup();
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m_actorComponent->OnAssetReady(CreateAssetFromActor(AZStd::move(actor)));
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m_actorComponent->SetActorAsset(CreateAssetFromActor(AZStd::move(actor)));
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}
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NvCloth::ClothConfiguration clothConfig;
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@@ -206,11 +206,11 @@ namespace UnitTest
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auto actor = AZStd::make_unique<ActorHelper>("actor_test");
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auto meshNodeIndex = actor->AddJoint(MeshNodeName);
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actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(meshNodeIndex, MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs, MeshClothData));
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actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs, MeshClothData));
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actor->AddClothCollider(collider);
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actor->FinishSetup();
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m_actorComponent->OnAssetReady(CreateAssetFromActor(AZStd::move(actor)));
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m_actorComponent->SetActorAsset(CreateAssetFromActor(AZStd::move(actor)));
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}
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NvCloth::ClothConfiguration clothConfig;
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@@ -243,10 +243,10 @@ namespace UnitTest
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{
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auto actor = AZStd::make_unique<ActorHelper>("actor_test");
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auto meshNodeIndex = actor->AddJoint(MeshNodeName);
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actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(meshNodeIndex, MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs, MeshClothData));
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actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs, MeshClothData));
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actor->FinishSetup();
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m_actorComponent->OnAssetReady(CreateAssetFromActor(AZStd::move(actor)));
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m_actorComponent->SetActorAsset(CreateAssetFromActor(AZStd::move(actor)));
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}
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NvCloth::ClothConfiguration clothConfig;
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@@ -270,10 +270,10 @@ namespace UnitTest
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{
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auto actor = AZStd::make_unique<ActorHelper>("actor_test");
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auto meshNodeIndex = actor->AddJoint(MeshNodeName);
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actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(meshNodeIndex, MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs, MeshClothData));
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actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs, MeshClothData));
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actor->FinishSetup();
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m_actorComponent->OnAssetReady(CreateAssetFromActor(AZStd::move(actor)));
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m_actorComponent->SetActorAsset(CreateAssetFromActor(AZStd::move(actor)));
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}
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NvCloth::ClothConfiguration clothConfig;
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@@ -295,10 +295,10 @@ namespace UnitTest
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{
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auto actor = AZStd::make_unique<ActorHelper>("actor_test2");
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auto meshNodeIndex = actor->AddJoint(MeshNodeName);
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actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(meshNodeIndex, newMeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs, MeshClothData));
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actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(newMeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs, MeshClothData));
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actor->FinishSetup();
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newActorComponent->OnAssetReady(CreateAssetFromActor(AZStd::move(actor)));
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newActorComponent->SetActorAsset(CreateAssetFromActor(AZStd::move(actor)));
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}
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clothComponentMesh.UpdateConfiguration(newActorComponent->GetEntityId(), clothConfig);
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@@ -319,10 +319,10 @@ namespace UnitTest
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{
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auto actor = AZStd::make_unique<ActorHelper>("actor_test");
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auto meshNodeIndex = actor->AddJoint(MeshNodeName);
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actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(meshNodeIndex, MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs, MeshClothData));
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actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs, MeshClothData));
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actor->FinishSetup();
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m_actorComponent->OnAssetReady(CreateAssetFromActor(AZStd::move(actor)));
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m_actorComponent->SetActorAsset(CreateAssetFromActor(AZStd::move(actor)));
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}
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NvCloth::ClothConfiguration clothConfig;
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@@ -355,11 +355,11 @@ namespace UnitTest
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auto actor = AZStd::make_unique<ActorHelper>("actor_test");
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auto meshNodeIndex = actor->AddJoint(MeshNodeName);
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auto meshNode2Index = actor->AddJoint(meshNode2Name);
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actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(meshNodeIndex, MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs, MeshClothData));
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actor->SetMesh(LodLevel, meshNode2Index, CreateEMotionFXMesh(meshNode2Index, mesh2Vertices, MeshIndices, MeshSkinningInfo, MeshUVs, MeshClothData));
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actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs, MeshClothData));
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actor->SetMesh(LodLevel, meshNode2Index, CreateEMotionFXMesh(mesh2Vertices, MeshIndices, MeshSkinningInfo, MeshUVs, MeshClothData));
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actor->FinishSetup();
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m_actorComponent->OnAssetReady(CreateAssetFromActor(AZStd::move(actor)));
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m_actorComponent->SetActorAsset(CreateAssetFromActor(AZStd::move(actor)));
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}
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NvCloth::ClothConfiguration clothConfig;
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@@ -386,10 +386,10 @@ namespace UnitTest
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{
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auto actor = AZStd::make_unique<ActorHelper>("actor_test");
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auto meshNodeIndex = actor->AddJoint(MeshNodeName);
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actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(meshNodeIndex, MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs, MeshClothData));
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actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs, MeshClothData));
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actor->FinishSetup();
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m_actorComponent->OnAssetReady(CreateAssetFromActor(AZStd::move(actor)));
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m_actorComponent->SetActorAsset(CreateAssetFromActor(AZStd::move(actor)));
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}
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NvCloth::ClothConfiguration clothConfig;
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@@ -426,10 +426,10 @@ namespace UnitTest
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{
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auto actor = AZStd::make_unique<ActorHelper>("actor_test");
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auto meshNodeIndex = actor->AddJoint(MeshNodeName);
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actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(meshNodeIndex, MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs, MeshClothData));
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actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs, MeshClothData));
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actor->FinishSetup();
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m_actorComponent->OnAssetReady(CreateAssetFromActor(AZStd::move(actor)));
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m_actorComponent->SetActorAsset(CreateAssetFromActor(AZStd::move(actor)));
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}
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NvCloth::ClothConfiguration clothConfig;
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