Fix collider component validation function by checking if the asset is ready (#5795)
Signed-off-by: moraaar <moraaar@amazon.com>
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@@ -760,7 +760,7 @@ namespace PhysX
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if (asset == m_shapeConfiguration.m_physicsAsset.m_pxAsset)
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{
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m_shapeConfiguration.m_physicsAsset.m_pxAsset = asset;
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m_shapeConfiguration.m_physicsAsset.m_configuration.m_asset = m_shapeConfiguration.m_physicsAsset.m_pxAsset;
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m_shapeConfiguration.m_physicsAsset.m_configuration.m_asset = asset;
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UpdateMaterialSlotsFromMeshAsset();
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CreateStaticEditorCollider();
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@@ -785,7 +785,9 @@ namespace PhysX
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{
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const PhysX::EditorRigidBodyComponent* entityRigidbody = m_entity->FindComponent<PhysX::EditorRigidBodyComponent>();
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if (m_shapeConfiguration.m_physicsAsset.m_pxAsset && (m_shapeConfiguration.m_shapeType == Physics::ShapeType::PhysicsAsset) && entityRigidbody)
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if (entityRigidbody &&
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m_shapeConfiguration.m_shapeType == Physics::ShapeType::PhysicsAsset &&
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m_shapeConfiguration.m_physicsAsset.m_pxAsset.IsReady())
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{
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AZStd::vector<AZStd::shared_ptr<Physics::Shape>> shapes;
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Utils::GetShapesFromAsset(m_shapeConfiguration.m_physicsAsset.m_configuration, m_configuration, m_hasNonUniformScale,
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