making both colliders and shape colliders check m_simulating in IsPhysicsEnabled
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@@ -1057,7 +1057,14 @@ namespace PhysX
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bool EditorColliderComponent::IsPhysicsEnabled() const
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{
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return m_editorBodyHandle != AzPhysics::InvalidSimulatedBodyHandle;
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if (m_sceneInterface && m_editorBodyHandle != AzPhysics::InvalidSimulatedBodyHandle)
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{
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if (auto* body = m_sceneInterface->GetSimulatedBodyFromHandle(m_editorSceneHandle, m_editorBodyHandle))
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{
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return body->m_simulating;
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}
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}
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return false;
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}
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AZ::Aabb EditorColliderComponent::GetAabb() const
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@@ -752,7 +752,14 @@ namespace PhysX
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bool EditorShapeColliderComponent::IsPhysicsEnabled() const
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{
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return m_editorBodyHandle != AzPhysics::InvalidSimulatedBodyHandle;
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if (m_sceneInterface && m_editorBodyHandle != AzPhysics::InvalidSimulatedBodyHandle)
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{
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if (auto* body = m_sceneInterface->GetSimulatedBodyFromHandle(m_editorSceneHandle, m_editorBodyHandle))
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{
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return body->m_simulating;
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}
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}
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return false;
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}
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AZ::Aabb EditorShapeColliderComponent::GetAabb() const
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