Fix unused warnings release (#3677)

* Release build fix for Windows
* Release build fix for Android
* Release build fix for Windows
* Release build fix for Android
* Release build fix for Linux
* Release build fix for Mac
* Release build fix for iOS

Signed-off-by: Steve Pham <spham@amazon.com>
This commit is contained in:
Steve Pham
2021-08-30 13:10:41 -07:00
committed by GitHub
parent da6bdd5b43
commit fa0f2a1007
94 changed files with 150 additions and 130 deletions
@@ -1399,7 +1399,7 @@ namespace AssetBundler
AZStd::string_view{ AZ::Utils::GetEnginePath() },
AZStd::string_view{ AZ::Utils::GetEnginePath() },
AZStd::string_view{ AZ::Utils::GetProjectPath() });
auto platformsString = AzFramework::PlatformHelper::GetCommaSeparatedPlatformList(platformFlags);
[[maybe_unused]] auto platformsString = AzFramework::PlatformHelper::GetCommaSeparatedPlatformList(platformFlags);
AZ_TracePrintf(AppWindowName, "No platform specified, defaulting to platforms ( %s ).\n", platformsString.c_str());
return platformFlags;
@@ -57,7 +57,7 @@ namespace AZ
// This node has at least one mesh, verify that the color channel counts are the same for all meshes.
const unsigned int expectedColorChannels = scene->mMeshes[currentNode->mMeshes[0]]->GetNumColorChannels();
const bool allMeshesHaveSameNumberOfColorChannels =
[[maybe_unused]] const bool allMeshesHaveSameNumberOfColorChannels =
AZStd::all_of(currentNode->mMeshes + 1, currentNode->mMeshes + currentNode->mNumMeshes, [scene, expectedColorChannels](const unsigned int meshIndex)
{
return scene->mMeshes[meshIndex]->GetNumColorChannels() == expectedColorChannels;
@@ -1020,7 +1020,7 @@ namespace LUAEditor
{
AZ_TracePrintf(LUAEditorDebugName, AZStd::string::format("LUAEditor OnSaveDocumentAs" "%s\n", assetId.c_str()).c_str());
DocumentInfoMap::iterator docInfoIter = m_documentInfoMap.find(assetId);
[[maybe_unused]] DocumentInfoMap::iterator docInfoIter = m_documentInfoMap.find(assetId);
AZ_Assert(docInfoIter != m_documentInfoMap.end(), "LUAEditor OnSaveDocumentAs() : Cant find Document Info.");
OnSaveDocument(assetId, bCloseAfterSave, true);