diff --git a/Code/Tools/SceneAPI/FbxSceneBuilder/Importers/AssImpBitangentStreamImporter.cpp b/Code/Tools/SceneAPI/FbxSceneBuilder/Importers/AssImpBitangentStreamImporter.cpp index 2ce9bc14f4..0b366d96ea 100644 --- a/Code/Tools/SceneAPI/FbxSceneBuilder/Importers/AssImpBitangentStreamImporter.cpp +++ b/Code/Tools/SceneAPI/FbxSceneBuilder/Importers/AssImpBitangentStreamImporter.cpp @@ -75,13 +75,13 @@ namespace AZ const bool allMeshesHaveTangentsAndBitangents = AZStd::all_of(currentNode->mMeshes, currentNode->mMeshes + currentNode->mNumMeshes, meshHasTangentsAndBitangents); if (!allMeshesHaveTangentsAndBitangents) { - const char* mixedBitangentsError = - "Node with name %s has meshes with and without bitangents. " - "Placeholder incorrect bitangents will be generated to allow the data to process, " - "but the source art needs to be fixed to correct this. Either apply bitangents to all meshes on this node, " - "or remove all bitangents from all meshes on this node."; AZ_Error( - Utilities::ErrorWindow, false, mixedBitangentsError, currentNode->mName.C_Str()); + Utilities::ErrorWindow, false, + "Node with name %s has meshes with and without bitangents. " + "Placeholder incorrect bitangents will be generated to allow the data to process, " + "but the source art needs to be fixed to correct this. Either apply bitangents to all meshes on this node, " + "or remove all bitangents from all meshes on this node.", + currentNode->mName.C_Str()); } const uint64_t vertexCount = GetVertexCountForAllMeshesOnNode(*currentNode, *scene); diff --git a/Code/Tools/SceneAPI/FbxSceneBuilder/Importers/AssImpTangentStreamImporter.cpp b/Code/Tools/SceneAPI/FbxSceneBuilder/Importers/AssImpTangentStreamImporter.cpp index 47b7e410b4..b61baa9ff6 100644 --- a/Code/Tools/SceneAPI/FbxSceneBuilder/Importers/AssImpTangentStreamImporter.cpp +++ b/Code/Tools/SceneAPI/FbxSceneBuilder/Importers/AssImpTangentStreamImporter.cpp @@ -77,13 +77,13 @@ namespace AZ const bool allMeshesHaveTangentsAndBitangents = AZStd::all_of(currentNode->mMeshes, currentNode->mMeshes + currentNode->mNumMeshes, meshHasTangentsAndBitangents); if (!allMeshesHaveTangentsAndBitangents) { - const char* mixedTangentsError = - "Node with name %s has meshes with and without tangents. " - "Placeholder incorrect tangents will be generated to allow the data to process, " - "but the source art needs to be fixed to correct this. Either apply tangents to all meshes on this node, " - "or remove all tangents from all meshes on this node."; AZ_Error( - Utilities::ErrorWindow, false, mixedTangentsError, currentNode->mName.C_Str()); + Utilities::ErrorWindow, false, + "Node with name %s has meshes with and without tangents. " + "Placeholder incorrect tangents will be generated to allow the data to process, " + "but the source art needs to be fixed to correct this. Either apply tangents to all meshes on this node, " + "or remove all tangents from all meshes on this node.", + currentNode->mName.C_Str()); } const uint64_t vertexCount = GetVertexCountForAllMeshesOnNode(*currentNode, *scene); diff --git a/Code/Tools/SceneAPI/FbxSceneBuilder/Importers/AssImpUvMapImporter.cpp b/Code/Tools/SceneAPI/FbxSceneBuilder/Importers/AssImpUvMapImporter.cpp index e37a4f4285..8c1e0e7caa 100644 --- a/Code/Tools/SceneAPI/FbxSceneBuilder/Importers/AssImpUvMapImporter.cpp +++ b/Code/Tools/SceneAPI/FbxSceneBuilder/Importers/AssImpUvMapImporter.cpp @@ -89,13 +89,13 @@ namespace AZ for (int texCoordIndex = 0; texCoordIndex < meshesPerTextureCoordinateIndex.size(); ++texCoordIndex) { - int meshesWithIndex = meshesPerTextureCoordinateIndex[texCoordIndex]; AZ_Error( Utilities::ErrorWindow, - meshesWithIndex == 0 || meshesWithIndex == currentNode->mNumMeshes, + meshesPerTextureCoordinateIndex[texCoordIndex] == 0 || + meshesPerTextureCoordinateIndex[texCoordIndex] == currentNode->mNumMeshes, "Texture coordinate index %d for node %s is not on all meshes on this node. " - "Placeholder arbitrary texture values will be generated to allow the data to process, but the source art " - "needs to be fixed to correct this. All meshes on this node should have the same number of texture coordinate channels.", + "Placeholder arbitrary texture values will be generated to allow the data to process, but the source art " + "needs to be fixed to correct this. All meshes on this node should have the same number of texture coordinate channels.", texCoordIndex, currentNode->mName.C_Str()); }