Customer PR. Released unused raw asset data in EmotionFX asset to reclaim memory after asset initialization
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@@ -68,6 +68,8 @@ namespace EMotionFX
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&actorSettings,
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"");
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assetData->ReleaseEmotionFXData();
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if (!assetData->m_emfxActor)
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{
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AZ_Error("EMotionFX", false, "Failed to initialize actor asset %s", asset.ToString<AZStd::string>().c_str());
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@@ -77,7 +79,6 @@ namespace EMotionFX
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assetData->m_emfxActor->SetIsOwnedByRuntime(true);
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// Note: Render actor depends on the mesh asset, so we need to manually create it after mesh asset has been loaded.
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return static_cast<bool>(assetData->m_emfxActor);
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}
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