Merge pull request #6365 from aws-lumberyard-dev/Atom/guthadam/materialcomponent/workaround_for_lost_image_overrides_with_prefabs

Temporary fix for material component losing image overrides with prefabs
This commit is contained in:
Chris Galvan
2022-01-04 11:28:39 -06:00
committed by GitHub
5 changed files with 76 additions and 16 deletions
@@ -104,6 +104,7 @@ namespace AZ
MaterialComponentController::MaterialComponentController(const MaterialComponentConfig& config)
: m_configuration(config)
{
ConvertAssetsForSerialization();
}
void MaterialComponentController::Activate(EntityId entityId)
@@ -135,6 +136,7 @@ namespace AZ
void MaterialComponentController::SetConfiguration(const MaterialComponentConfig& config)
{
m_configuration = config;
ConvertAssetsForSerialization();
}
const MaterialComponentConfig& MaterialComponentController::GetConfiguration() const
@@ -338,6 +340,7 @@ namespace AZ
// before LoadMaterials() is called [LYN-2249]
auto temp = m_configuration.m_materials;
m_configuration.m_materials = materials;
ConvertAssetsForSerialization();
LoadMaterials();
}
@@ -489,6 +492,7 @@ namespace AZ
auto& materialAssignment = m_configuration.m_materials[materialAssignmentId];
const bool wasEmpty = materialAssignment.m_propertyOverrides.empty();
materialAssignment.m_propertyOverrides[AZ::Name(propertyName)] = value;
ConvertAssetsForSerialization();
if (materialAssignment.RequiresLoading())
{
@@ -586,6 +590,7 @@ namespace AZ
auto& materialAssignment = m_configuration.m_materials[materialAssignmentId];
const bool wasEmpty = materialAssignment.m_propertyOverrides.empty();
materialAssignment.m_propertyOverrides = propertyOverrides;
ConvertAssetsForSerialization();
if (materialAssignment.RequiresLoading())
{
@@ -667,5 +672,33 @@ namespace AZ
TickBus::Handler::BusConnect();
}
}
void MaterialComponentController::ConvertAssetsForSerialization()
{
for (auto& materialAssignmentPair : m_configuration.m_materials)
{
MaterialAssignment& materialAssignment = materialAssignmentPair.second;
for (auto& propertyPair : materialAssignment.m_propertyOverrides)
{
auto& value = propertyPair.second;
if (value.is<AZ::Data::Asset<AZ::Data::AssetData>>())
{
value = AZStd::any_cast<AZ::Data::Asset<AZ::Data::AssetData>>(value).GetId();
}
else if (value.is<AZ::Data::Asset<AZ::RPI::StreamingImageAsset>>())
{
value = AZStd::any_cast<AZ::Data::Asset<AZ::RPI::StreamingImageAsset>>(value).GetId();
}
else if (value.is<AZ::Data::Asset<AZ::RPI::ImageAsset>>())
{
value = AZStd::any_cast<AZ::Data::Asset<AZ::RPI::ImageAsset>>(value).GetId();
}
else if (value.is<AZ::Data::Instance<AZ::RPI::Image>>())
{
value = AZStd::any_cast<AZ::Data::Instance<AZ::RPI::Image>>(value)->GetAssetId();
}
}
}
}
} // namespace Render
} // namespace AZ
@@ -99,6 +99,11 @@ namespace AZ
//! Queue material instance recreation notifiucations until tick
void QueueMaterialUpdateNotification();
//! Converts property overrides storing image asset references into asset IDs. This addresses a problem where image property
//! overrides are lost during prefab serialization and patching. This suboptimal function will be removed once the underlying
//! problem is resolved.
void ConvertAssetsForSerialization();
EntityId m_entityId;
MaterialComponentConfig m_configuration;
AZStd::unordered_set<MaterialAssignmentId> m_materialsWithDirtyProperties;