Integrating latest 47acbe8
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@@ -106,7 +106,7 @@ 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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AZStd::unique_ptr<NvCloth::AssetHelper> assetHelper = NvCloth::AssetHelper::CreateAssetHelper(m_actorComponent->GetEntityId());
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@@ -121,7 +121,7 @@ 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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AZStd::unique_ptr<NvCloth::AssetHelper> assetHelper = NvCloth::AssetHelper::CreateAssetHelper(m_actorComponent->GetEntityId());
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@@ -135,7 +135,7 @@ 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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AZStd::unique_ptr<NvCloth::AssetHelper> assetHelper = NvCloth::AssetHelper::CreateAssetHelper(m_actorComponent->GetEntityId());
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@@ -152,7 +152,7 @@ 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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AZStd::unique_ptr<NvCloth::AssetHelper> assetHelper = NvCloth::AssetHelper::CreateAssetHelper(m_actorComponent->GetEntityId());
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@@ -172,12 +172,12 @@ namespace UnitTest
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auto meshNode1Index = actor->AddJoint(MeshNode1Name, AZ::Transform::CreateTranslation(AZ::Vector3(3.0f, -2.0f, 0.0f)), RootNodeName);
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auto otherNodeIndex = actor->AddJoint(OtherNodeName, AZ::Transform::CreateTranslation(AZ::Vector3(0.5f, 0.0f, 0.0f)), RootNodeName);
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auto meshNode2Index = actor->AddJoint(MeshNode2Name, AZ::Transform::CreateTranslation(AZ::Vector3(0.2f, 0.6f, 1.0f)), OtherNodeName);
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actor->SetMesh(LodLevel, meshNode1Index, CreateEMotionFXMesh(meshNode1Index, MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs, MeshClothData));
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actor->SetMesh(LodLevel, otherNodeIndex, CreateEMotionFXMesh(otherNodeIndex, MeshVertices, MeshIndices));
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actor->SetMesh(LodLevel, meshNode2Index, CreateEMotionFXMesh(meshNode2Index, MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs, MeshClothData));
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actor->SetMesh(LodLevel, meshNode1Index, CreateEMotionFXMesh(MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs, MeshClothData));
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actor->SetMesh(LodLevel, otherNodeIndex, CreateEMotionFXMesh(MeshVertices, MeshIndices));
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actor->SetMesh(LodLevel, meshNode2Index, 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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AZStd::unique_ptr<NvCloth::AssetHelper> assetHelper = NvCloth::AssetHelper::CreateAssetHelper(m_actorComponent->GetEntityId());
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@@ -198,12 +198,12 @@ namespace UnitTest
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auto meshNode1Index = actor->AddJoint(MeshNode1Name, AZ::Transform::CreateTranslation(AZ::Vector3(3.0f, -2.0f, 0.0f)), RootNodeName);
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auto otherNodeIndex = actor->AddJoint(OtherNodeName, AZ::Transform::CreateTranslation(AZ::Vector3(0.5f, 0.0f, 0.0f)), RootNodeName);
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auto meshNode2Index = actor->AddJoint(MeshNode2Name, AZ::Transform::CreateTranslation(AZ::Vector3(0.2f, 0.6f, 1.0f)), OtherNodeName);
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actor->SetMesh(LodLevel, meshNode1Index, CreateEMotionFXMesh(meshNode1Index, MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs, MeshClothData));
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actor->SetMesh(LodLevel, otherNodeIndex, CreateEMotionFXMesh(otherNodeIndex, MeshVertices, MeshIndices));
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actor->SetMesh(LodLevel, meshNode2Index, CreateEMotionFXMesh(meshNode2Index, MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs, MeshClothData));
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actor->SetMesh(LodLevel, meshNode1Index, CreateEMotionFXMesh(MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs, MeshClothData));
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actor->SetMesh(LodLevel, otherNodeIndex, CreateEMotionFXMesh(MeshVertices, MeshIndices));
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actor->SetMesh(LodLevel, meshNode2Index, 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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AZStd::unique_ptr<NvCloth::AssetHelper> assetHelper = NvCloth::AssetHelper::CreateAssetHelper(m_actorComponent->GetEntityId());
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