staticconstexprAZ::Crc32ClassNameOverride=AZ_CRC_CE("ScriptClassNameOverride");///< Provide a custom name for script reflection, that doesn't match the behavior Context name
staticconstexprAZ::Crc32MethodOverride=AZ_CRC_CE("ScriptFunctionOverride");///< Use a custom function in the attribute instead of the function
staticconstexprAZ::Crc32ConstructorOverride=AZ_CRC_CE("ConstructorOverride");///< You can provide a custom constructor to be called when created from Lua script
staticconstexprAZ::Crc32DefaultConstructorOverrideIndex=AZ_CRC_CE("DefaultConstructorOverrideIndex");///< Use a different class constructor as the default constructor in Lua
staticconstexprAZ::Crc32EventHandlerCreationFunction=AZ_CRC_CE("EventHandlerCreationFunction");///< helps create a handler for any script target so that script functions can be used for AZ::Event signals
staticconstexprAZ::Crc32GenericConstructorOverride=AZ_CRC_CE("GenericConstructorOverride");///< You can provide a custom constructor to be called when creating a script
staticconstexprAZ::Crc32ReaderWriterOverride=AZ_CRC_CE("ReaderWriterOverride");///< paired with \ref ScriptContext::CustomReaderWriter allows you to customize read/write to Lua VM
AssetProcessorManager_Testapm(&config);// note, this will 'push' the scan folders in to the db.
@ -1791,13 +1791,8 @@ namespace AssetProcessor
UNIT_TEST_EXPECT_TRUE((newfingerprintForPCAfterVersionChange!=fingerprintForPC)||(newfingerprintForPCAfterVersionChange!=newfingerprintForPC));//Fingerprints should be different
UNIT_TEST_EXPECT_TRUE((newfingerprintForANDROIDAfterVersionChange!=fingerprintForANDROID)||(newfingerprintForANDROIDAfterVersionChange!=newfingerprintForANDROID));//Fingerprints should be different
UNIT_TEST_EXPECT_FALSE(BlockUntil(idling,3000));//Processing a file that will be excluded should not cause assetprocessor manager to emit the onBecameIdle signal because its state should not change
UNIT_TEST_EXPECT_TRUE(processResults.size()==0);
// ------------- Test querying asset status -------------------
returnAZ::Failure(QObject::tr("Visual Studio 2019 version 16.9.2 or higher not found.<br><br>"
"Visual Studio 2019 is required to build this project."
" Install any edition of <a href='https://visualstudio.microsoft.com/downloads/'>Visual Studio 2019</a>"
" or update to a newer version before proceeding to the next step."
" While installing configure Visual Studio with these <a href='https://o3de.org/docs/welcome-guide/setup/requirements/#visual-studio-configuration'>workloads</a>."));
"A compatible version of Visual Studio is required to build this project.<br>"
"Refer to the <a href='https://o3de.org/docs/welcome-guide/requirements/#microsoft-visual-studio'>Visual Studio requirements</a> for more information."));
conststaticAZ::u32EIF_Decal=0x4;// this is usually set through the preset
conststaticAZ::u32EIF_Greyscale=0x8;// hint for the engine (e.g. greyscale light beams can be applied to shadow mask), can be for DXT1 because compression artfacts don't count as color
conststaticAZ::u32EIF_SupressEngineReduce=0x10;// info for the engine: don't reduce texture resolution on this texture
conststaticAZ::u32EIF_UNUSED_BIT =0x40;// Free to use
conststaticAZ::u32EIF_HDR =0x40;// the image contains HDR data
conststaticAZ::u32EIF_AttachedAlpha=0x400;// deprecated: info for the engine: it's a texture with attached alpha channel
conststaticAZ::u32EIF_SRGBRead=0x800;// info for the engine: if gamma corrected rendering is on, this texture requires SRGBRead (it's not stored in linear)
conststaticAZ::u32EIF_DontResize=0x8000;// info for the engine: for dds textures that shouldn't be resized
AZStd::stringerror=AZStd::string::format("Unable to store key: %s with value: %s because that key already exists",finalKey.c_str(),it.GetString());
AZStd::stringerror=AZStd::string::format("Unable to store key: %s with value: %s because that key already exists with value: %s (proposed: %s)",finalKey.c_str(),it.GetString(),existingValue.c_str(),it.GetString());