Open the EMFX editor even if no asset is specified
Signed-off-by: lsemp3d <58790905+lsemp3d@users.noreply.github.com>
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+4
-4
@@ -117,16 +117,16 @@ namespace EMotionFX
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void EditorAnimGraphComponent::LaunchAnimationEditor(const AZ::Data::AssetId& assetId, [[maybe_unused]] const AZ::Data::AssetType& assetType)
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{
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// call to open must be done before LoadCharacter
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const char* panelName = EMStudio::MainWindow::GetEMotionFXPaneName();
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EBUS_EVENT(AzToolsFramework::EditorRequests::Bus, OpenViewPane, panelName);
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if (assetId.IsValid())
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{
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AZ::Data::AssetId actorAssetId;
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actorAssetId.SetInvalid();
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EditorActorComponentRequestBus::EventResult(actorAssetId, GetEntityId(), &EditorActorComponentRequestBus::Events::GetActorAssetId);
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// call to open must be done before LoadCharacter
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const char* panelName = EMStudio::MainWindow::GetEMotionFXPaneName();
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EBUS_EVENT(AzToolsFramework::EditorRequests::Bus, OpenViewPane, panelName);
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EMStudio::MainWindow* mainWindow = EMStudio::GetMainWindow();
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if (mainWindow)
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{
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