Fix collider component validation function by checking if the asset is ready (#5795)

Signed-off-by: moraaar <moraaar@amazon.com>
This commit is contained in:
moraaar
2021-11-22 09:57:51 +00:00
committed by GitHub
parent 5145fceedc
commit bcce0678c4
@@ -760,7 +760,7 @@ namespace PhysX
if (asset == m_shapeConfiguration.m_physicsAsset.m_pxAsset)
{
m_shapeConfiguration.m_physicsAsset.m_pxAsset = asset;
m_shapeConfiguration.m_physicsAsset.m_configuration.m_asset = m_shapeConfiguration.m_physicsAsset.m_pxAsset;
m_shapeConfiguration.m_physicsAsset.m_configuration.m_asset = asset;
UpdateMaterialSlotsFromMeshAsset();
CreateStaticEditorCollider();
@@ -785,7 +785,9 @@ namespace PhysX
{
const PhysX::EditorRigidBodyComponent* entityRigidbody = m_entity->FindComponent<PhysX::EditorRigidBodyComponent>();
if (m_shapeConfiguration.m_physicsAsset.m_pxAsset && (m_shapeConfiguration.m_shapeType == Physics::ShapeType::PhysicsAsset) && entityRigidbody)
if (entityRigidbody &&
m_shapeConfiguration.m_shapeType == Physics::ShapeType::PhysicsAsset &&
m_shapeConfiguration.m_physicsAsset.m_pxAsset.IsReady())
{
AZStd::vector<AZStd::shared_ptr<Physics::Shape>> shapes;
Utils::GetShapesFromAsset(m_shapeConfiguration.m_physicsAsset.m_configuration, m_configuration, m_hasNonUniformScale,