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>
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@@ -513,7 +513,7 @@ exportComponent, prefabProcessorContext);
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// convert Prefab DOM into Prefab Instance.
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AZStd::unique_ptr<Instance> instance(aznew Instance());
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if (!Prefab::PrefabDomUtils::LoadInstanceFromPrefabDom(*instance, prefab,
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Prefab::PrefabDomUtils::LoadInstanceFlags::AssignRandomEntityId))
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Prefab::PrefabDomUtils::LoadFlags::AssignRandomEntityId))
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{
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PrefabDomValueReference sourceReference = PrefabDomUtils::FindPrefabDomValue(prefab, PrefabDomUtils::SourceName);
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@@ -30,7 +30,7 @@ namespace AzToolsFramework::Prefab::SpawnableUtils
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{
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Instance instance;
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if (Prefab::PrefabDomUtils::LoadInstanceFromPrefabDom(instance, prefabDom, referencedAssets,
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Prefab::PrefabDomUtils::LoadInstanceFlags::AssignRandomEntityId)) // Always assign random entity ids because the spawnable is
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Prefab::PrefabDomUtils::LoadFlags::AssignRandomEntityId)) // Always assign random entity ids because the spawnable is
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// going to be used to create clones of the entities.
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{
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AzFramework::Spawnable::EntityList& entities = spawnable.GetEntities();
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