diff --git a/Code/Framework/AzToolsFramework/AzToolsFramework/Entity/PrefabEditorEntityOwnershipService.cpp b/Code/Framework/AzToolsFramework/AzToolsFramework/Entity/PrefabEditorEntityOwnershipService.cpp index 336b56653b..0ddfdc8536 100644 --- a/Code/Framework/AzToolsFramework/AzToolsFramework/Entity/PrefabEditorEntityOwnershipService.cpp +++ b/Code/Framework/AzToolsFramework/AzToolsFramework/Entity/PrefabEditorEntityOwnershipService.cpp @@ -524,8 +524,6 @@ namespace AzToolsFramework rootSpawnableIndex = m_playInEditorData.m_assets.size(); } - LoadReferencedAssets(product.GetReferencedAssets()); - AZ::Data::AssetInfo info; info.m_assetId = product.GetAsset().GetId(); info.m_assetType = product.GetAssetType(); @@ -536,6 +534,11 @@ namespace AzToolsFramework m_playInEditorData.m_assets.emplace_back(product.ReleaseAsset().release(), AZ::Data::AssetLoadBehavior::Default); } + for (auto& product : context.GetProcessedObjects()) + { + LoadReferencedAssets(product.GetReferencedAssets()); + } + // make sure that PRE_NOTIFY assets get their notify before we activate, so that we can preserve the order of // (load asset) -> (notify) -> (init) -> (activate) AZ::Data::AssetManager::Instance().DispatchEvents();