Asset Preload fix for json serialization and prefab game mode
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+45
-1
@@ -13,6 +13,7 @@
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#include <AzCore/Component/Entity.h>
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#include <AzCore/Component/TransformBus.h>
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#include <AzCore/Script/ScriptSystemBus.h>
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#include <AzCore/Serialization/Utils.h>
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#include <AzFramework/API/ApplicationAPI.h>
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#include <AzFramework/Entity/GameEntityContextBus.h>
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#include <AzFramework/Spawnable/RootSpawnableInterface.h>
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@@ -342,6 +343,45 @@ namespace AzToolsFramework
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m_validateEntitiesCallback = AZStd::move(validateEntitiesCallback);
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}
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void LoadReferencedAssets(AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& referencedAssets)
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{
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for (AZ::Data::Asset<AZ::Data::AssetData>& asset : referencedAssets)
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{
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if (!asset.GetId().IsValid())
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{
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continue;
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}
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const AZ::Data::AssetLoadBehavior loadBehavior = asset.GetAutoLoadBehavior();
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if (loadBehavior == AZ::Data::AssetLoadBehavior::NoLoad)
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{
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continue;
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}
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AZ::Data::AssetId assetId = asset.GetId();
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AZ::Data::AssetType assetType = asset.GetType();
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const bool blockingLoad = loadBehavior == AZ::Data::AssetLoadBehavior::PreLoad;
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asset = AZ::Data::AssetManager::Instance().GetAsset(assetId, assetType, loadBehavior);
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if (!asset.GetId().IsValid())
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{
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continue;
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}
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if (blockingLoad)
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{
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asset.BlockUntilLoadComplete();
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if (asset.IsError())
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{
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continue;
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}
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}
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}
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}
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void PrefabEditorEntityOwnershipService::StartPlayInEditor()
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{
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// This is a workaround until the replacement for GameEntityContext is done
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@@ -381,13 +421,15 @@ namespace AzToolsFramework
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rootSpawnableIndex = m_playInEditorData.m_assets.size();
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}
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LoadReferencedAssets(product.GetReferencedAssets());
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AZ::Data::AssetInfo info;
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info.m_assetId = product.GetAsset().GetId();
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info.m_assetType = product.GetAssetType();
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info.m_relativePath = product.GetId();
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AZ::Data::AssetCatalogRequestBus::Broadcast(
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&AZ::Data::AssetCatalogRequestBus::Events::RegisterAsset, product.GetAsset().GetId(), info);
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&AZ::Data::AssetCatalogRequestBus::Events::RegisterAsset, info.m_assetId, info);
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m_playInEditorData.m_assets.emplace_back(product.ReleaseAsset().release(), AZ::Data::AssetLoadBehavior::Default);
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}
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@@ -398,6 +440,8 @@ namespace AzToolsFramework
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m_playInEditorData.m_entities.SpawnAllEntities();
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}
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AZ::Data::AssetManager::Instance().DispatchEvents();
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// This is a workaround until the replacement for GameEntityContext is done
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AzFramework::GameEntityContextEventBus::Broadcast(
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&AzFramework::GameEntityContextEventBus::Events::OnGameEntitiesStarted);
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@@ -11,8 +11,10 @@
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*/
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#include <AzCore/Asset/AssetManager.h>
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#include <AzCore/Asset/SerializedAssetTracker.h>
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#include <AzCore/JSON/prettywriter.h>
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#include <AzCore/Serialization/Json/JsonSerialization.h>
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#include <AzToolsFramework/Entity/EditorEntityContextBus.h>
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#include <AzToolsFramework/Prefab/PrefabDomUtils.h>
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#include <AzToolsFramework/Prefab/Instance/Instance.h>
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@@ -115,6 +117,49 @@ namespace AzToolsFramework
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return true;
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}
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bool LoadInstanceFromPrefabDom(
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Instance& instance, const PrefabDom& prefabDom, AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& loadedAssets, LoadInstanceFlags flags)
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{
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// When entities are rebuilt they are first destroyed. As a result any assets they were exclusively holding on to will
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// be released and reloaded once the entities are built up again. By suspending asset release temporarily the asset reload
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// is avoided.
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AZ::Data::AssetManager::Instance().SuspendAssetRelease();
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InstanceEntityIdMapper entityIdMapper;
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entityIdMapper.SetLoadingInstance(instance);
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if ((flags & LoadInstanceFlags::AssignRandomEntityId) == LoadInstanceFlags::AssignRandomEntityId)
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{
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entityIdMapper.SetEntityIdGenerationApproach(InstanceEntityIdMapper::EntityIdGenerationApproach::Random);
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}
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AZ::Data::SerializedAssetTracker assetTracker;
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AZ::JsonDeserializerSettings settings;
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// The InstanceEntityIdMapper is registered twice because it's used in several places during deserialization where one is
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// specific for the InstanceEntityIdMapper and once for the generic JsonEntityIdMapper. Because the Json Serializer's meta
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// data has strict typing and doesn't look for inheritance both have to be explicitly added so they're found both locations.
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settings.m_metadata.Add(static_cast<AZ::JsonEntityIdSerializer::JsonEntityIdMapper*>(&entityIdMapper));
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settings.m_metadata.Add(&entityIdMapper);
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settings.m_metadata.Add(&assetTracker);
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AZ::JsonSerializationResult::ResultCode result =
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AZ::JsonSerialization::Load(instance, prefabDom, settings);
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AZ::Data::AssetManager::Instance().ResumeAssetRelease();
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if (result.GetProcessing() == AZ::JsonSerializationResult::Processing::Halted)
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{
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AZ_Error("Prefab", false,
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"Failed to de-serialize Prefab Instance from Prefab DOM. "
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"Unable to proceed.");
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return false;
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}
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loadedAssets = assetTracker.GetTrackedAssets();
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return true;
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}
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bool LoadInstanceFromPrefabDom(
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Instance& instance, Instance::EntityList& newlyAddedEntities, const PrefabDom& prefabDom, LoadInstanceFlags flags)
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{
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@@ -13,6 +13,7 @@
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#pragma once
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#include <AzCore/std/optional.h>
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#include <AzCore/Asset/AssetCommon.h>
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#include <AzToolsFramework/Prefab/Instance/Instance.h>
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#include <AzToolsFramework/Prefab/PrefabDomTypes.h>
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@@ -67,6 +68,16 @@ namespace AzToolsFramework
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bool LoadInstanceFromPrefabDom(
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Instance& instance, const PrefabDom& prefabDom, LoadInstanceFlags flags = LoadInstanceFlags::None);
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/**
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* Loads a valid Prefab Instance from a Prefab Dom. Useful for generating Instances.
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* @param instance The Instance to load.
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* @param prefabDom the prefabDom that will be used to load the Instance data.
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* @param shouldClearContainers whether to clear containers in Instance while loading.
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* @return bool on whether the operation succeeded.
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*/
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bool LoadInstanceFromPrefabDom(
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Instance& instance, const PrefabDom& prefabDom, AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& loadedAssets, LoadInstanceFlags flags = LoadInstanceFlags::None);
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/**
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* Loads a valid Prefab Instance from a Prefab Dom. Useful for generating Instances.
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* @param instance The Instance to load.
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+4
-1
@@ -20,6 +20,8 @@
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#include <AzToolsFramework/Prefab/Spawnable/PrefabCatchmentProcessor.h>
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#include <AzToolsFramework/Prefab/Spawnable/SpawnableUtils.h>
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#include <AzToolsFramework/Prefab/PrefabDomUtils.h>
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namespace AzToolsFramework::Prefab::PrefabConversionUtils
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{
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void PrefabCatchmentProcessor::Process(PrefabProcessorContext& context)
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@@ -63,7 +65,8 @@ namespace AzToolsFramework::Prefab::PrefabConversionUtils
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AZStd::move(uniqueName), context.GetSourceUuid(), AZStd::move(serializer));
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AZ_Assert(spawnable, "Failed to create a new spawnable.");
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bool result = SpawnableUtils::CreateSpawnable(*spawnable, prefab);
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Prefab::PrefabDomUtils::PrintPrefabDomValue("Prefab used for spawnable", prefab);
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bool result = SpawnableUtils::CreateSpawnable(*spawnable, prefab, object.GetReferencedAssets());
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if (result)
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{
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AzFramework::Spawnable::EntityList& entities = spawnable->GetEntities();
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+10
@@ -56,6 +56,16 @@ namespace AzToolsFramework::Prefab::PrefabConversionUtils
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return *m_asset;
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}
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AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& ProcessedObjectStore::GetReferencedAssets()
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{
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return m_referencedAssets;
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}
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const AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& ProcessedObjectStore::GetReferencedAssets() const
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{
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return m_referencedAssets;
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}
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AZStd::unique_ptr<AZ::Data::AssetData> ProcessedObjectStore::ReleaseAsset()
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{
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return AZStd::move(m_asset);
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+5
@@ -48,6 +48,10 @@ namespace AzToolsFramework::Prefab::PrefabConversionUtils
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AZ::Data::AssetData& GetAsset();
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AZStd::unique_ptr<AZ::Data::AssetData> ReleaseAsset();
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AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& GetReferencedAssets();
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const AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& GetReferencedAssets() const;
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const AZStd::string& GetId() const;
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private:
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@@ -55,6 +59,7 @@ namespace AzToolsFramework::Prefab::PrefabConversionUtils
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SerializerFunction m_assetSerializer;
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AZStd::unique_ptr<AZ::Data::AssetData> m_asset;
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AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>> m_referencedAssets;
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AZStd::string m_uniqueId;
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};
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+4
-3
@@ -28,16 +28,17 @@ namespace AzToolsFramework::Prefab::SpawnableUtils
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AzFramework::Spawnable CreateSpawnable(const PrefabDom& prefabDom)
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{
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AzFramework::Spawnable spawnable;
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[[maybe_unused]] bool result = CreateSpawnable(spawnable, prefabDom);
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AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>> referencedAssets;
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[[maybe_unused]] bool result = CreateSpawnable(spawnable, prefabDom, referencedAssets);
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AZ_Assert(result,
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"Failed to Load Prefab Instance from given Prefab DOM while Spawnable creation.");
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return spawnable;
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}
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bool CreateSpawnable(AzFramework::Spawnable& spawnable, const PrefabDom& prefabDom)
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bool CreateSpawnable(AzFramework::Spawnable& spawnable, const PrefabDom& prefabDom, AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& referencedAssets)
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{
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Instance instance;
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if (Prefab::PrefabDomUtils::LoadInstanceFromPrefabDom(instance, prefabDom,
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if (Prefab::PrefabDomUtils::LoadInstanceFromPrefabDom(instance, prefabDom, referencedAssets,
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Prefab::PrefabDomUtils::LoadInstanceFlags::AssignRandomEntityId)) // Always assign random entity ids because the spawnable is
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// going to be used to create clones of the entities.
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{
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@@ -18,7 +18,7 @@
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namespace AzToolsFramework::Prefab::SpawnableUtils
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{
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AzFramework::Spawnable CreateSpawnable(const PrefabDom& prefabDom);
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bool CreateSpawnable(AzFramework::Spawnable& spawnable, const PrefabDom& prefabDom);
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bool CreateSpawnable(AzFramework::Spawnable& spawnable, const PrefabDom& prefabDom, AZStd::vector<AZ::Data::Asset<AZ::Data::AssetData>>& referencedAssets);
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void SortEntitiesByTransformHierarchy(AzFramework::Spawnable& spawnable);
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} // namespace AzToolsFramework::Prefab::SpawnableUtils
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