Updated references to Engine.pak to be lowercase engine.pak (#4397)
* Updated references to Engine.pak to be lowercase engine.pak This makes the engine.pak file consistent with naming scheme of other pak files such as assets.pak. It will also help avoid issues with mounting the file on Linux. Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com> * Engine.pak now loads correctly in release builds. The check for the file existing was failing in release builds because it was only checking inside packs. OpenPack first checks if the file exists, anyways, so it was safe to remove. Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com> Co-authored-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
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@@ -32,17 +32,14 @@ namespace AzGameFramework
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// at the Assets alias, otherwise to attempting to mount the engine pak
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// from the Cache folder
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AZ::IO::FixedMaxPath enginePakPath = AZ::Utils::GetExecutableDirectory();
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enginePakPath /= "Engine.pak";
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if (m_archiveFileIO->Exists(enginePakPath.c_str()))
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enginePakPath /= "engine.pak";
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if (!m_archive->OpenPack("@assets@", enginePakPath.Native()))
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{
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m_archive->OpenPack("@assets@", enginePakPath.Native());
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}
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else if (enginePakPath.clear(); m_settingsRegistry->Get(enginePakPath.Native(), AZ::SettingsRegistryMergeUtils::FilePathKey_CacheRootFolder))
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{
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// fall back to checking if there is an Engine.pak in the Asset Cache
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enginePakPath /= "Engine.pak";
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if (m_archiveFileIO->Exists(enginePakPath.c_str()))
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enginePakPath.clear();
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if (m_settingsRegistry->Get(enginePakPath.Native(), AZ::SettingsRegistryMergeUtils::FilePathKey_CacheRootFolder))
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{
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// fall back to checking Project Cache Root.
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enginePakPath /= "engine.pak";
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m_archive->OpenPack("@assets@", enginePakPath.Native());
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}
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}
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