Added comments to the test
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@@ -64,31 +64,39 @@ namespace UnitTest
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AZStd::vector<AZ::Entity*> entities;
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// Create test entities: 1 networked and 1 static
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const AZStd::string staticEntityName = "static_floor";
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entities.emplace_back(CreateSourceEntity(staticEntityName.c_str(), false, AZ::Transform::CreateIdentity()));
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const AZStd::string netEntityName = "networked_entity";
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entities.emplace_back(CreateSourceEntity(netEntityName.c_str(), true, AZ::Transform::CreateIdentity()));
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// Convert the entities into prefab. Note: This will transfer the ownership of AZ::Entity* into Prefab
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AzToolsFramework::Prefab::PrefabDom prefabDom;
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ConvertEntitiesToPrefab(entities, prefabDom);
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// Add the prefab into the Prefab Processor Context
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const AZStd::string prefabName = "testPrefab";
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PrefabProcessorContext prefabProcessorContext{AZ::Uuid::CreateRandom()};
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prefabProcessorContext.AddPrefab(prefabName, AZStd::move(prefabDom));
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// Request NetworkPrefabProcessor to process the prefab
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Multiplayer::NetworkPrefabProcessor processor;
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processor.Process(prefabProcessorContext);
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// Validate results
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EXPECT_TRUE(prefabProcessorContext.HasCompletedSuccessfully());
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// Should be 1 networked spawnable
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const auto& processedObjects = prefabProcessorContext.GetProcessedObjects();
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EXPECT_EQ(processedObjects.size(), 1);
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// Verify the name and the type of the spawnable asset
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const AZ::Data::AssetData& spawnableAsset = processedObjects[0].GetAsset();
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EXPECT_EQ(prefabName + ".network.spawnable", processedObjects[0].GetId());
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EXPECT_EQ(spawnableAsset.GetType(), azrtti_typeid<AzFramework::Spawnable>());
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// Verify we have only the networked entity in the network spawnable and not the static one
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const AzFramework::Spawnable* netSpawnable = azrtti_cast<const AzFramework::Spawnable*>(&spawnableAsset);
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const AzFramework::Spawnable::EntityList& entityList = netSpawnable->GetEntities();
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auto countEntityCallback = [](const auto& name)
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