From dc0bb00c10ad370d9c80db157c334a47f5d7f25e Mon Sep 17 00:00:00 2001 From: pereslav Date: Tue, 21 Sep 2021 14:58:33 +0100 Subject: [PATCH] Added an error check in case of a requested spawnable is not networked Signed-off-by: pereslav --- .../Code/Source/NetworkEntity/NetworkEntityManager.cpp | 8 ++++++++ 1 file changed, 8 insertions(+) diff --git a/Gems/Multiplayer/Code/Source/NetworkEntity/NetworkEntityManager.cpp b/Gems/Multiplayer/Code/Source/NetworkEntity/NetworkEntityManager.cpp index f4f744494b..a66b750266 100644 --- a/Gems/Multiplayer/Code/Source/NetworkEntity/NetworkEntityManager.cpp +++ b/Gems/Multiplayer/Code/Source/NetworkEntity/NetworkEntityManager.cpp @@ -477,6 +477,14 @@ namespace Multiplayer const AZ::Name netSpawnableName = AZ::Interface::Get()->GetSpawnableNameFromAssetId(netSpawnable.GetId()); + if (netSpawnableName.IsEmpty()) + { + AZ_Error("NetworkEntityManager", false, + "RequestNetSpawnableInstantiation: Requested spawnable %s doesn't exist in the NetworkSpawnableLibrary. Please make sure it is a network spawnable", + netSpawnable.GetHint().c_str()); + return nullptr; + } + // Pre-insertion callback allows us to do network-specific setup for the entities before they are added to the scene optionalArgs.m_preInsertionCallback = [netSpawnableName, rootTransform = transform] (AzFramework::EntitySpawnTicket::Id, AzFramework::SpawnableEntityContainerView entities)