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

Signed-off-by: moraaar <moraaar@amazon.com>
monroegm-disable-blank-issue-2
moraaar 4 years ago committed by GitHub
parent 5145fceedc
commit bcce0678c4
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@ -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,

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