From cb52418a92d083dd3e0de3e2edc538f08760fd15 Mon Sep 17 00:00:00 2001 From: lsemp3d <58790905+lsemp3d@users.noreply.github.com> Date: Mon, 9 Aug 2021 13:05:23 -0700 Subject: [PATCH] Open the EMFX editor even if no asset is specified Signed-off-by: lsemp3d <58790905+lsemp3d@users.noreply.github.com> --- .../Editor/Components/EditorAnimGraphComponent.cpp | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/Gems/EMotionFX/Code/Source/Integration/Editor/Components/EditorAnimGraphComponent.cpp b/Gems/EMotionFX/Code/Source/Integration/Editor/Components/EditorAnimGraphComponent.cpp index eef41bc919..8721acbf3d 100644 --- a/Gems/EMotionFX/Code/Source/Integration/Editor/Components/EditorAnimGraphComponent.cpp +++ b/Gems/EMotionFX/Code/Source/Integration/Editor/Components/EditorAnimGraphComponent.cpp @@ -117,16 +117,16 @@ namespace EMotionFX void EditorAnimGraphComponent::LaunchAnimationEditor(const AZ::Data::AssetId& assetId, [[maybe_unused]] const AZ::Data::AssetType& assetType) { + // call to open must be done before LoadCharacter + const char* panelName = EMStudio::MainWindow::GetEMotionFXPaneName(); + EBUS_EVENT(AzToolsFramework::EditorRequests::Bus, OpenViewPane, panelName); + if (assetId.IsValid()) { AZ::Data::AssetId actorAssetId; actorAssetId.SetInvalid(); EditorActorComponentRequestBus::EventResult(actorAssetId, GetEntityId(), &EditorActorComponentRequestBus::Events::GetActorAssetId); - // call to open must be done before LoadCharacter - const char* panelName = EMStudio::MainWindow::GetEMotionFXPaneName(); - EBUS_EVENT(AzToolsFramework::EditorRequests::Bus, OpenViewPane, panelName); - EMStudio::MainWindow* mainWindow = EMStudio::GetMainWindow(); if (mainWindow) {