Changes to get visibility system working again in-game
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@@ -295,8 +295,7 @@ namespace AZ
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m_configuration.m_modelAsset = modelAsset;
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MeshComponentNotificationBus::Event(m_entityId, &MeshComponentNotificationBus::Events::OnModelReady, m_configuration.m_modelAsset, model);
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MaterialReceiverNotificationBus::Event(m_entityId, &MaterialReceiverNotificationBus::Events::OnMaterialAssignmentsChanged);
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AzFramework::EntityBoundsUnionRequestBus::Broadcast(
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&AzFramework::EntityBoundsUnionRequestBus::Events::RefreshEntityLocalBoundsUnion, m_entityId);
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AZ::Interface<AzFramework::IEntityBoundsUnion>::Get()->RefreshEntityLocalBoundsUnion(m_entityId);
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}
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}
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+1
-2
@@ -231,8 +231,7 @@ namespace AZ
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m_configuration.m_outerLength = dimensions.GetY();
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m_configuration.m_outerHeight = dimensions.GetZ();
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AzFramework::EntityBoundsUnionRequestBus::Broadcast(
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&AzFramework::EntityBoundsUnionRequestBus::Events::RefreshEntityLocalBoundsUnion, m_entityId);
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AZ::Interface<AzFramework::IEntityBoundsUnion>::Get()->RefreshEntityLocalBoundsUnion(m_entityId);
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// clamp the inner extents to the outer extents
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m_configuration.m_innerWidth = AZStd::min(m_configuration.m_innerWidth, m_configuration.m_outerWidth);
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@@ -82,8 +82,7 @@ namespace AZ
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// Update RenderActorInstance local bounding box
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m_localAABB = AZ::Aabb::CreateFromMinMax(m_actorInstance->GetStaticBasedAABB().GetMin(), m_actorInstance->GetStaticBasedAABB().GetMax());
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AzFramework::EntityBoundsUnionRequestBus::Broadcast(
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&AzFramework::EntityBoundsUnionRequestBus::Events::RefreshEntityLocalBoundsUnion, m_entityId);
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AZ::Interface<AzFramework::IEntityBoundsUnion>::Get()->RefreshEntityLocalBoundsUnion(m_entityId);
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}
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AZ::Aabb AtomActorInstance:: GetWorldBounds()
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