fixed unit testing code
Signed-off-by: chcurran <82187351+carlitosan@users.noreply.github.com>
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@@ -30,6 +30,8 @@
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#include <ScriptCanvas/Utils/BehaviorContextUtils.h>
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#include <Source/Components/SceneComponent.h>
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#include <ScriptCanvas/Core/Core.h>
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#include <AzCore/Asset/AssetManagerBus.h>
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namespace ScriptCanvasBuilder
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{
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@@ -93,19 +95,6 @@ namespace ScriptCanvasBuilder
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request.printModelToConsole = ScriptCanvas::Grammar::g_printAbstractCodeModel;
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request.path = fullPath;
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bool pathFound = false;
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AZStd::string relativePath;
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AzToolsFramework::AssetSystemRequestBus::BroadcastResult
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( pathFound
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, &AzToolsFramework::AssetSystem::AssetSystemRequest::GetRelativeProductPathFromFullSourceOrProductPath
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, fullPath.c_str(), relativePath);
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if (!pathFound)
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{
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AZ::Failure(AZStd::string::format("Failed to get engine relative path from %s", fullPath.c_str()));
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}
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request.namespacePath = relativePath;
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const ScriptCanvas::Translation::Result translationResult = TranslateToLua(request);
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auto isSuccessOutcome = translationResult.IsSuccess(ScriptCanvas::Translation::TargetFlags::Lua);
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