Changing lua material functor script loading code to pass the correct sub ID for a compiled script asset

Signed-off-by: Guthrie Adams <guthadam@amazon.com>
monroegm-disable-blank-issue-2
Guthrie Adams 4 years ago
parent 791d11c8f9
commit c372761f4e

@ -137,7 +137,7 @@ namespace AZ
} }
else if (!m_luaSourceFile.empty()) else if (!m_luaSourceFile.empty())
{ {
auto loadOutcome = RPI::AssetUtils::LoadAsset<ScriptAsset>(materialTypeSourceFilePath, m_luaSourceFile); auto loadOutcome = RPI::AssetUtils::LoadAsset<ScriptAsset>(materialTypeSourceFilePath, m_luaSourceFile, ScriptAsset::CompiledAssetSubId);
if (!loadOutcome) if (!loadOutcome)
{ {
AZ_Error("LuaMaterialFunctorSourceData", false, "Could not load script file '%s'", m_luaSourceFile.c_str()); AZ_Error("LuaMaterialFunctorSourceData", false, "Could not load script file '%s'", m_luaSourceFile.c_str());

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