Moved Serialize Context retrieval out of a loop and expanded an error message in InMemorySpawnableAssetContainer::LoadReferencedAssets.
Signed-off-by: AMZN-koppersr <82230785+AMZN-koppersr@users.noreply.github.com>
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+8
-6
@@ -219,13 +219,12 @@ namespace AzToolsFramework::Prefab::PrefabConversionUtils
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// 2. Gets the exact asset to load to avoid issues with assets that don't reload.
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AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>*> blockingAssets;
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AZ::SerializeContext* sc = nullptr;
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AZ::ComponentApplicationBus::BroadcastResult(sc, &AZ::ComponentApplicationBus::Events::GetSerializeContext);
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AZ_Assert(sc, "Unable to locate Serialize Context while resolving asset references in the in-memory spawnable asset container.");
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for (AZ::Data::Asset<AZ::Data::AssetData>& asset : spawnable.m_assets)
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{
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AZ::SerializeContext* sc = nullptr;
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AZ::ComponentApplicationBus::BroadcastResult(sc, &AZ::ComponentApplicationBus::Events::GetSerializeContext);
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AZ_Assert(
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sc, "Unable to locate Serialize Context while resolving asset references in the in-memory spawnable asset container.");
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auto callback = [&blockingAssets](
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void* object, const AZ::SerializeContext::ClassData* classData,
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[[maybe_unused]]const AZ::SerializeContext::ClassElement* elementData) -> bool
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@@ -236,7 +235,10 @@ namespace AzToolsFramework::Prefab::PrefabConversionUtils
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if (!asset->GetId().IsValid())
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{
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AZ_Error("Prefab", false, "Invalid asset found referenced in scene while entering game mode");
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AZ_Error(
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"Prefab", false,
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"Invalid asset found referenced in scene while entering game mode. The asset was stored in an instance of %s.",
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classData->m_name);
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return false;
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}
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