Integrating latest 47acbe8
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@@ -199,7 +199,7 @@ namespace UnitTest
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auto actor = AZStd::make_unique<ActorHelper>("actor_test");
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actor->FinishSetup();
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editorActorComponent->OnAssetReady(CreateAssetFromActor(AZStd::move(actor)));
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editorActorComponent->SetActorAsset(CreateAssetFromActor(AZStd::move(actor)));
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}
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const NvCloth::MeshNodeList& meshNodeList = editorClothComponent->GetMeshNodeList();
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@@ -218,10 +218,10 @@ namespace UnitTest
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{
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auto actor = AZStd::make_unique<ActorHelper>("actor_test");
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auto jointRootIndex = actor->AddJoint(JointRootName);
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actor->SetMesh(LodLevel, jointRootIndex, CreateEMotionFXMesh(jointRootIndex, MeshVertices, MeshIndices, {}, MeshUVs));
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actor->SetMesh(LodLevel, jointRootIndex, CreateEMotionFXMesh(MeshVertices, MeshIndices, {}, MeshUVs));
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actor->FinishSetup();
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editorActorComponent->OnAssetReady(CreateAssetFromActor(AZStd::move(actor)));
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editorActorComponent->SetActorAsset(CreateAssetFromActor(AZStd::move(actor)));
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}
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const NvCloth::MeshNodeList& meshNodeList = editorClothComponent->GetMeshNodeList();
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@@ -241,10 +241,10 @@ namespace UnitTest
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auto actor = AZStd::make_unique<ActorHelper>("actor_test");
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actor->AddJoint(JointRootName);
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auto meshNodeIndex = actor->AddJoint(MeshNodeName, AZ::Transform::CreateIdentity(), JointRootName);
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actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(meshNodeIndex, MeshVertices, MeshIndices, {}, MeshUVs, MeshClothData));
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actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(MeshVertices, MeshIndices, {}, MeshUVs, MeshClothData));
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actor->FinishSetup();
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editorActorComponent->OnAssetReady(CreateAssetFromActor(AZStd::move(actor)));
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editorActorComponent->SetActorAsset(CreateAssetFromActor(AZStd::move(actor)));
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}
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const NvCloth::MeshNodeList& meshNodeList = editorClothComponent->GetMeshNodeList();
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@@ -272,10 +272,10 @@ namespace UnitTest
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auto actor = AZStd::make_unique<ActorHelper>("actor_test");
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actor->AddJoint(JointRootName);
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auto meshNodeIndex = actor->AddJoint(MeshNodeName, AZ::Transform::CreateIdentity(), JointRootName);
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actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(meshNodeIndex, MeshVertices, MeshIndices, {}, MeshUVs, meshClothDataNoBackstop));
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actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(MeshVertices, MeshIndices, {}, MeshUVs, meshClothDataNoBackstop));
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actor->FinishSetup();
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editorActorComponent->OnAssetReady(CreateAssetFromActor(AZStd::move(actor)));
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editorActorComponent->SetActorAsset(CreateAssetFromActor(AZStd::move(actor)));
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}
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const auto& meshNodesWithBackstopData = editorClothComponent->GetMeshNodesWithBackstopData();
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@@ -294,10 +294,10 @@ namespace UnitTest
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auto actor = AZStd::make_unique<ActorHelper>("actor_test");
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actor->AddJoint(JointRootName);
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auto meshNodeIndex = actor->AddJoint(MeshNodeName, AZ::Transform::CreateIdentity(), JointRootName);
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actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(meshNodeIndex, MeshVertices, MeshIndices, {}, MeshUVs, MeshClothData));
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actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(MeshVertices, MeshIndices, {}, MeshUVs, MeshClothData));
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actor->FinishSetup();
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editorActorComponent->OnAssetReady(CreateAssetFromActor(AZStd::move(actor)));
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editorActorComponent->SetActorAsset(CreateAssetFromActor(AZStd::move(actor)));
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}
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const auto& meshNodesWithBackstopData = editorClothComponent->GetMeshNodesWithBackstopData();
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@@ -317,10 +317,10 @@ namespace UnitTest
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auto actor = AZStd::make_unique<ActorHelper>("actor_test");
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actor->AddJoint(JointRootName);
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auto meshNodeIndex = actor->AddJoint(MeshNodeName, AZ::Transform::CreateIdentity(), JointRootName);
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actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(meshNodeIndex, MeshVertices, MeshIndices, {}, MeshUVs, MeshClothData));
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actor->SetMesh(LodLevel, meshNodeIndex, CreateEMotionFXMesh(MeshVertices, MeshIndices, {}, MeshUVs, MeshClothData));
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actor->FinishSetup();
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editorActorComponent->OnAssetReady(CreateAssetFromActor(AZStd::move(actor)));
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editorActorComponent->SetActorAsset(CreateAssetFromActor(AZStd::move(actor)));
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}
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editorClothComponent->OnMeshDestroyed();
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