From f825e698c9ce4c40f2926e51aebac6c147d763d7 Mon Sep 17 00:00:00 2001 From: sconel Date: Thu, 17 Jun 2021 17:37:00 -0700 Subject: [PATCH] WIP fix for referenced assets being loaded before their registration --- .../Entity/PrefabEditorEntityOwnershipService.cpp | 7 +++++-- 1 file changed, 5 insertions(+), 2 deletions(-) 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();