Adds unused calls to Trace functions to prevent constant failures in release builds
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
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@@ -116,7 +116,7 @@ namespace ScriptCanvas
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return;
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}
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#else
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AZ_Assert(m_runtimeAsset.Get(), "RuntimeComponent::m_runtimeAsset AssetId: %s was valid, but the data was not pre-loaded, so this script will not run", m_runtimeOverrides.m_runtimeAsset.GetId().ToString<AZStd::string>().data());
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AZ_Assert(m_runtimeOverrides.m_runtimeAsset.Get(), "RuntimeComponent::m_runtimeAsset AssetId: %s was valid, but the data was not pre-loaded, so this script will not run", m_runtimeOverrides.m_runtimeAsset.GetId().ToString<AZStd::string>().data());
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#endif
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AZ_PROFILE_SCOPE(ScriptCanvas, "RuntimeComponent::InitializeExecution (%s)", m_runtimeOverrides.m_runtimeAsset.GetId().ToString<AZStd::string>().c_str());
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@@ -130,7 +130,7 @@ namespace ScriptCanvas
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return;
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}
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#else
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AZ_Assert(m_executionState, "RuntimeComponent::m_runtimeAsset AssetId: %s failed to create an execution state, possibly due to missing dependent asset, script will not run", m_runtimeAsset.GetId().ToString<AZStd::string>().data());
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AZ_Assert(m_executionState, "RuntimeComponent::m_runtimeAsset AssetId: %s failed to create an execution state, possibly due to missing dependent asset, script will not run", m_runtimeOverrides.m_runtimeAsset.GetId().ToString<AZStd::string>().data());
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#endif
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AZ::EntityBus::Handler::BusConnect(GetEntityId());
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