Material Component: Can set material property overrides on default materials
No longer need to assign material overrides to set/edit properties in UI or script Material component will load and use the default material for a slot if no override is assigned Signed-off-by: Guthrie Adams <guthadam@amazon.com>
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+14
-3
@@ -88,6 +88,12 @@ namespace AZ
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AZ::Data::AssetId materialAssetId = {};
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MaterialComponentRequestBus::EventResult(
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materialAssetId, m_entityId, &MaterialComponentRequestBus::Events::GetMaterialOverride, m_materialAssignmentId);
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if (!materialAssetId.IsValid())
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{
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MaterialComponentRequestBus::EventResult(
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materialAssetId, m_entityId, &MaterialComponentRequestBus::Events::GetDefaultMaterialAssetId,
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m_materialAssignmentId);
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}
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if (!materialAssetId.IsValid())
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{
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@@ -728,11 +734,16 @@ namespace AZ
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void MaterialPropertyInspector::UpdateUI()
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{
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AZ::Data::AssetId assetId;
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AZ::Data::AssetId materialAssetId = {};
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MaterialComponentRequestBus::EventResult(
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assetId, m_entityId, &MaterialComponentRequestBus::Events::GetMaterialOverride, m_materialAssignmentId);
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materialAssetId, m_entityId, &MaterialComponentRequestBus::Events::GetMaterialOverride, m_materialAssignmentId);
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if (!materialAssetId.IsValid())
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{
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MaterialComponentRequestBus::EventResult(
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materialAssetId, m_entityId, &MaterialComponentRequestBus::Events::GetDefaultMaterialAssetId, m_materialAssignmentId);
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}
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if (IsLoaded() && m_editData.m_materialAssetId == assetId)
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if (IsLoaded() && m_editData.m_materialAssetId == materialAssetId)
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{
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LoadOverridesFromEntity();
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}
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