Update storage of Prefab Dom info to be best effort (#2862)

* Update storage of Prefab Dom info to be best effort

Signed-off-by: sconel <sconel@amazon.com>

* Update IssueReporter to Skipped instead of PartialSkip

Signed-off-by: sconel <sconel@amazon.com>

* Address PR feedback

Signed-off-by: sconel <sconel@amazon.com>

* Fix failing Prefab Unit Test that expected default values to be stripped

Signed-off-by: sconel <sconel@amazon.com>
This commit is contained in:
sconel
2021-08-11 10:45:31 -07:00
committed by GitHub
parent 193fa3c918
commit fbcb6510e6
14 changed files with 241 additions and 47 deletions
@@ -513,7 +513,7 @@ exportComponent, prefabProcessorContext);
// convert Prefab DOM into Prefab Instance.
AZStd::unique_ptr<Instance> instance(aznew Instance());
if (!Prefab::PrefabDomUtils::LoadInstanceFromPrefabDom(*instance, prefab,
Prefab::PrefabDomUtils::LoadInstanceFlags::AssignRandomEntityId))
Prefab::PrefabDomUtils::LoadFlags::AssignRandomEntityId))
{
PrefabDomValueReference sourceReference = PrefabDomUtils::FindPrefabDomValue(prefab, PrefabDomUtils::SourceName);
@@ -30,7 +30,7 @@ namespace AzToolsFramework::Prefab::SpawnableUtils
{
Instance instance;
if (Prefab::PrefabDomUtils::LoadInstanceFromPrefabDom(instance, prefabDom, referencedAssets,
Prefab::PrefabDomUtils::LoadInstanceFlags::AssignRandomEntityId)) // Always assign random entity ids because the spawnable is
Prefab::PrefabDomUtils::LoadFlags::AssignRandomEntityId)) // Always assign random entity ids because the spawnable is
// going to be used to create clones of the entities.
{
AzFramework::Spawnable::EntityList& entities = spawnable.GetEntities();