Character controller now uses Add/Remove Simulated Body
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@@ -211,7 +211,6 @@ namespace PhysX
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Physics::SystemRequestBus::Handler::BusConnect();
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PhysX::SystemRequestsBus::Handler::BusConnect();
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Physics::CollisionRequestBus::Handler::BusConnect();
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Physics::CharacterSystemRequestBus::Handler::BusConnect();
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ActivatePhysXSystem();
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}
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@@ -219,7 +218,6 @@ namespace PhysX
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void SystemComponent::Deactivate()
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{
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AZ::TickBus::Handler::BusDisconnect();
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Physics::CharacterSystemRequestBus::Handler::BusDisconnect();
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Physics::CollisionRequestBus::Handler::BusDisconnect();
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PhysX::SystemRequestsBus::Handler::BusDisconnect();
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Physics::SystemRequestBus::Handler::BusDisconnect();
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@@ -421,13 +419,6 @@ namespace PhysX
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}
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}
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// Physics::CharacterSystemRequestBus
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AZStd::unique_ptr<Physics::Character> SystemComponent::CreateCharacter(const Physics::CharacterConfiguration&
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characterConfig, const Physics::ShapeConfiguration& shapeConfig, AzPhysics::SceneHandle& sceneHandle)
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{
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return Utils::Characters::CreateCharacterController(characterConfig, shapeConfig, sceneHandle);
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}
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AzPhysics::CollisionLayer SystemComponent::GetCollisionLayerByName(const AZStd::string& layerName)
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{
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return m_physXSystem->GetPhysXConfiguration().m_collisionConfig.m_collisionLayers.GetLayer(layerName);
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