Merge branch stabilization/2110 into development

Signed-off-by: Chris Burel <burelc@amazon.com>
This commit is contained in:
Chris Burel
2021-11-04 13:40:56 -07:00
@@ -196,6 +196,8 @@ namespace EMotionFX
//////////////////////////////////////////////////////////////////////////
void EditorActorComponent::Activate()
{
AzToolsFramework::Components::EditorComponentBase::Activate();
LoadActorAsset();
const AZ::EntityId entityId = GetEntityId();
@@ -226,6 +228,8 @@ namespace EMotionFX
DestroyActorInstance();
m_actorAsset.Release();
AzToolsFramework::Components::EditorComponentBase::Deactivate();
}
//////////////////////////////////////////////////////////////////////////
@@ -588,7 +592,15 @@ namespace EMotionFX
if (asset)
{
m_actorAsset = asset;
OnAssetSelected();
// SetPrimaryAsset function can be called while this component is not activated
// due to incompatible services. For example by dragging and dropping a FBX to an
// entity that already has an actor or mesh component in it. Only proceed to load actor
// asset if the component is activated (by checking if it's connected to EditorActorComponentRequestBus).
if (EditorActorComponentRequestBus::Handler::BusIsConnected())
{
OnAssetSelected();
}
}
}