Commit Graph

8795 Commits

Author SHA1 Message Date
Chris Burel f97fa6dbe0 Merge branch stabilization/2110 into development
Signed-off-by: Chris Burel <burelc@amazon.com>
2021-11-04 13:44:28 -07:00
Chris Burel ffb9e2ae3b Merge branch stabilization/2110 into development
Signed-off-by: Chris Burel <burelc@amazon.com>
2021-11-04 13:44:25 -07:00
Chris Burel d942c90c56 Merge branch stabilization/2110 into development
Signed-off-by: Chris Burel <burelc@amazon.com>
2021-11-04 13:44:22 -07:00
Chris Burel 5a0b5f9f8b Merge branch stabilization/2110 into development
Signed-off-by: Chris Burel <burelc@amazon.com>
2021-11-04 13:44:18 -07:00
Chris Burel 0ee217acac Merge branch stabilization/2110 into development
Signed-off-by: Chris Burel <burelc@amazon.com>
2021-11-04 13:41:18 -07:00
Chris Burel 4ba2c06386 Merge branch stabilization/2110 into development
Signed-off-by: Chris Burel <burelc@amazon.com>
2021-11-04 13:41:15 -07:00
Chris Burel 2791384a79 Merge branch stabilization/2110 into development
Signed-off-by: Chris Burel <burelc@amazon.com>
2021-11-04 13:41:12 -07:00
Chris Burel e958a7d025 Merge branch stabilization/2110 into development
Signed-off-by: Chris Burel <burelc@amazon.com>
2021-11-04 13:41:09 -07:00
Chris Burel 386ee323dd Merge branch stabilization/2110 into development
Signed-off-by: Chris Burel <burelc@amazon.com>
2021-11-04 13:41:05 -07:00
Chris Burel a91f569625 Merge branch stabilization/2110 into development
Signed-off-by: Chris Burel <burelc@amazon.com>
2021-11-04 13:40:56 -07:00
Chris Burel ac7cda86c5 Merge branch stabilization/2110 into development
Signed-off-by: Chris Burel <burelc@amazon.com>
2021-11-04 13:40:51 -07:00
Chris Burel 7d70def688 Merge branch stabilization/2110 into development
Signed-off-by: Chris Burel <burelc@amazon.com>
2021-11-04 13:40:28 -07:00
Chris Burel 422dba905a Merge branch stabilization/2110 into development
Signed-off-by: Chris Burel <burelc@amazon.com>
2021-11-04 13:40:04 -07:00
Chris Burel f5dea72dfe Merge branch stabilization/2110 into development
Signed-off-by: Chris Burel <burelc@amazon.com>
2021-11-04 13:40:00 -07:00
Chris Burel 0aba1fa48c Merge branch stabilization/2110 into development
Signed-off-by: Chris Burel <burelc@amazon.com>
2021-11-04 13:39:52 -07:00
Chris Burel 9948f70da0 Merge branch stabilization/2110 into development
Signed-off-by: Chris Burel <burelc@amazon.com>
2021-11-04 13:39:37 -07:00
Chris Burel d1e8f1f6e9 Merge branch stabilization/2110 into development
Signed-off-by: Chris Burel <burelc@amazon.com>
2021-11-04 13:39:32 -07:00
Chris Burel dc9bf9e6b3 Merge branch stabilization/2110 into development
Signed-off-by: Chris Burel <burelc@amazon.com>
2021-11-04 13:39:26 -07:00
Chris Burel 69059ba3e6 Merge branch stabilization/2110 into development
Signed-off-by: Chris Burel <burelc@amazon.com>
2021-11-04 13:34:57 -07:00
Chris Burel 46d1b19816 Merge pull request #5275 from aws-lumberyard-dev/burelc/LYN-6480
[Linux] Unify Editor and Game raw mouse event handling

Signed-off-by: Chris Burel burelc@amazon.com
2021-11-04 13:17:39 -07:00
Adi Bar-Lev cc1a265315 SpotLight debug draw to include display cone (#5309)
* SpotLight debug draw to include display cone

Signed-off-by: Adi Bar-Lev <82479970+Adi-Amazon@users.noreply.github.com>

* SpotLight debug draw - optimizing

Signed-off-by: Adi Bar-Lev <82479970+Adi-Amazon@users.noreply.github.com>
2021-11-04 16:15:18 -04:00
AMZN-nggieber 4721ef8298 License Info is Displayed as Clickable Link in Gem Catalog + Other Inspector Improvements (#5272)
Signed-off-by: nggieber <nggieber@amazon.com>
2021-11-04 13:04:06 -07:00
Steve Pham add5b17053 Fix minor repeated AMAZON_LINUX in the code comment (#5312)
Signed-off-by: Steve Pham <82231385+spham-amzn@users.noreply.github.com>
2021-11-04 12:56:52 -07:00
Chris Burel bb1dfd44d2 Merge branch stabilization/2110 into development
Signed-off-by: Chris Burel <burelc@amazon.com>
2021-11-04 11:10:26 -07:00
Chris Burel e6a132b91e Merge branch stabilization/2110 into development
Signed-off-by: Chris Burel <burelc@amazon.com>
2021-11-04 11:10:26 -07:00
Chris Burel 9e5b22a431 Merge branch stabilization/2110 into development
Signed-off-by: Chris Burel <burelc@amazon.com>
2021-11-04 11:10:26 -07:00
Chris Burel 1bd5a63919 Merge branch stabilization/2110 into development
Signed-off-by: Chris Burel <burelc@amazon.com>
2021-11-04 11:10:25 -07:00
Chris Burel 6eeae875e9 Merge branch stabilization/2110 into development
Signed-off-by: Chris Burel <burelc@amazon.com>
2021-11-04 11:10:25 -07:00
Chris Burel 6c7bc7a296 Merge branch stabilization/2110 into development
Signed-off-by: Chris Burel <burelc@amazon.com>
2021-11-04 11:10:24 -07:00
Chris Burel 04652abb8f Merge branch stabilization/2110 into development
Signed-off-by: Chris Burel <burelc@amazon.com>
2021-11-04 11:10:24 -07:00
Chris Burel 06ec40452e Merge branch stabilization/2110 into development
Signed-off-by: Chris Burel <burelc@amazon.com>
2021-11-04 11:10:24 -07:00
Chris Burel 179389726b Merge branch stabilization/2110 into development
Signed-off-by: Chris Burel <burelc@amazon.com>
2021-11-04 11:10:23 -07:00
bosnichd 600bb5b34e Fix alt-tabbing out of full screen on Windows. (#5288)
Signed-off-by: bosnichd <bosnichd@amazon.com>
2021-11-04 11:17:52 -06:00
Esteban Papp 0b7bff79d3 Removes VTUNE profiler hooks from Cry (#5291)
* Removes VTUNE profiler hooks from Cry

Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

* some more vtune cleanup

Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
2021-11-04 10:10:29 -07:00
Danilo Aimini 6bce0a9a8d LYN-7054 + LYN-7704 | Exit Focus Mode when starting Game Mode, correct painting of Prefab capsules in Outliner. (#5280)
* Add RefreshAllContainerEntities function to ContainerEntityInterface. It refreshes all registered containers so that listeners can refresh their state.

Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>

* Move Prefab border painting to foreground, and invert foreground painting order. This ensures the Prefab capsules are drawn according to UX.

Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com>
2021-11-04 09:52:35 -07:00
Andre Mitchell 1470d97f58 Remove virtual keyword. (#4992)
SetupUI()is called in the AssetEditorMainWindow constructor - it should not be virtual. Derived classes will not receive the call.

Signed-off-by: Andre Mitchell <andre.mitchell@bytesofpi.com>
2021-11-04 09:48:10 -07:00
lumberyard-employee-dm 627012840d Update how Project Filepaths are calculated when not supplied via command line (#5194)
* Fixed the return value of the ConvertToAbsolutePath function

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Added the generated cmake_dependencies.*.setreg files to engine.pak (#5073)

* Copied the generated cmake_dependencies.*.setreg file to the Cache
directory

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Removed the platform name from the bootstrap.game.*.setreg

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Update how the project related file paths are determined when not
supplied.

The project-path determination now goes back to only detecting a "project.json" file.
It no longer attempts to detect a "Cache" directory

The project-cache-path determination now in addition to checking the
project_cache_path key searches for a "Cache" directory.

The project-path defaults to executable folder if it cannot be detected.

The copying of generated executable folder Registry directory contents
to the product cache is now removed after the archive step.

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Updated the invocation of the AssetProcessor in Jenkins to supply an
absolute path to the project.

The project-path is no longer treated as relative to the engine root,
but instead relative to the current working directory at application
startup.

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Added constant for the storing the name of Cache directory

Fixed typos and grammatical errors in the SettingsRegistryMergeUtils.cpp

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Updated UnitTest prepend the EngineRoot path to "AutomatedTesting" when
setting the project path.

This is needed now that the project-path isn't treated relative to the
EngineRoot if it is not absolute.

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Fix AssetSeedManagerTest and PlatformAddressedAssetCatalogManagerTest

Instead of trying to used the AutomatedTesting directory as the project root, the temp directory created during the test is used as the project root.

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Moved the setting of the project cache root folder and project
asset platform root folder into the `if (!projectCachePath.empty())`
block

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Removing the scan up logic for the "Cache" directory.

This is no longer needed to locate the project cache path in a Project Game Release Layout.

Because the project path defaults to the executable directory if, it is not found, the Cache directory will be set to the "Cache" directory within the executable directory.

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
2021-11-04 11:02:18 -05:00
amzn-mike 73202c2091 [LYN-7245] Fix test thread being created multiple times (#5267)
* Fix test thread being created multiple times

Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com>

* Update test to not use a callback

Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com>

* Add some more comments

Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com>

* Add back the callback, remove the use of a thread/sleep

Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com>
2021-11-04 10:45:18 -05:00
Michael Pollind 891a4f6782 bugfix: resolve crash with FBX Settings (#4813) (#4944)
-prevent export of ModuleInitISystem and ModuleShutdownISystem

Signed-off-by: Michael Pollind <mpollind@gmail.com>
2021-11-04 08:22:20 -07:00
Guthrie Adams 0aa391368e Merge pull request #5159 from aws-lumberyard-dev/Atom/guthadam/materials_with_relative_paths
Update material editor and exporter to use relative paths for external references
2021-11-04 09:28:30 -05:00
Guthrie Adams f91ba36665 Merge pull request #5273 from aws-lumberyard-dev/Atom/guthadam/material_editor_and_graph_canvas_crash_on_shutdown
Fix material editor crash on shutdown if graph canvas gem is loaded
2021-11-04 09:27:53 -05:00
Adi Bar-Lev d85a17536b Merge pull request #5289 from aws-lumberyard-dev/Atom/barlev/AtomTressFX_ShortCutt_BackLightCorrection
Hair - crucial optimization and bug fix
2021-11-04 10:03:06 -04:00
Olex Lozitskiy 7acc343a68 Corrected system requirements of AutomatedTestingSystemComponent. 2021-11-04 09:51:32 -04:00
AMZN-stankowi 6b5f5bc666 Bundled release build bug fixes cherry picked from development (#5270)
* Fixed some files missed when groundplane_521 was renamed to 512 (#4958)

* Fixed references to 521x521 to reference the correct 512x512 FBX file

Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>

* Fixed asset hints

Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>

* Moved the Asset Catalog loading from LmbrCentral to the AzFramework::Application (#4568)

* Moved the loading of the AssetCatalog from LmbrCentralSystemComponent to AzFramework Application

Modified the AssetCatalog::InitializeCatalog function to no longer rely on the TickBus to send out the `AssetCatalogEventBus::OnCatalogLoaded` event.
It now queues a function on the AssetCatalogRequestBus to send the OnCatalogLoaded event as soon as the dispatching for the AssetCatalogRequestBus has completed on the current thread.
This is done by updating the AssetCatalogRequestBus to use EBus ThreadDispatchPolicy to add a callback to invoke any queued function has soon a thread has finished dispatching and has released its DispatchMutex

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Updated the AssetCatalogRequestBus to add a custom DispatchLockGuard

The AssetCatalogRequestBus uses the custom lock guard to dispatch queued
events after it has unlocked it's context mutex for the current thread.

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Removed GetContext call from the
AssetCatalogRequests::PostThreadDispatchInvoker

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Updated the definition of FileTagQueryManager::GetDefaultFileTagFilePath
function to return a path

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Updated the AZ_CONSOLEFREEFUNC macro to actually use the _NAME

The _NAME parameter was not being used before, resulting in the Console
stringified name of the function being used.

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Removed CrySystem dependencies from the BundlingSystemComponent

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Moved the loading of the AssetCatalog from LmbrCentralSystemComponent to AzFramework Application

Modified the AssetCatalog::InitializeCatalog function to no longer rely on the TickBus to send out the `AssetCatalogEventBus::OnCatalogLoaded` event.
It now queues a function on the AssetCatalogRequestBus to send the OnCatalogLoaded event as soon as the dispatching for the AssetCatalogRequestBus has completed on the current thread.
This is done by updating the AssetCatalogRequestBus to use EBus ThreadDispatchPolicy to add a callback to invoke any queued function has soon a thread has finished dispatching and has released its DispatchMutex

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Updated the AssetCatalogRequestBus to add a custom DispatchLockGuard

The AssetCatalogRequestBus uses the custom lock guard to dispatch queued
events after it has unlocked it's context mutex for the current thread.

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Removed GetContext call from the
AssetCatalogRequests::PostThreadDispatchInvoker

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Updated the definition of FileTagQueryManager::GetDefaultFileTagFilePath
function to return a path

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Updated the AZ_CONSOLEFREEFUNC macro to actually use the _NAME

The _NAME parameter was not being used before, resulting in the Console
stringified name of the function being used.

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Removed CrySystem dependencies from the BundlingSystemComponent

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Addded missing template parameter to AssetCatalogRequests

The fixes the compile error.

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Adding AssetBus::MultiHandler::BusDisconnect call

The BlastSystemComponent was connecting to the Bus, but not
disconnecting from it, causing an assert to fire to it being a
multi-thread bus

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Added support for DataDrive lifecycle events to the ComponentApplication

The events are using the SettingsRegistry NotifyEvent to track when
certain keys are modified to signal handlers.

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Corrected invalid JSON creation in ModuleManager::DeactivateEntities

Resolved clang warning about used type alias

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Fix for dangling reference in lambda registered to the SettingsRegistry
Notifier event

This was causing the EditorPythonBinding tests to crash due to the
following circumstances.

First Python has created an instance of a SettingsRegistryProxy
Second the SettingsRegistry sends an event during the time when the
SettingsRegistryProxy exists.

This issue was exposed due to the ComponentApplication Lifecycle events
using the SettingsRegistry to dispatch during various times of the
application workflow.

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Added the generated cmake_dependencies.*.setreg files to engine.pak (#5073)

* Copied the generated cmake_dependencies.*.setreg file to the Cache
directory

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Removed the platform name from the bootstrap.game.*.setreg

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Fixes for release builds with DCO fix (#5164)

* This set of changes is work toward allowing release builds to work with asset bundler generated bundles and legacy, non-prefab levels. This requires some other in-flight changes before this work is complete.

    Updated engine seed list + fixed automated test
    ComponentApplicationLifecycle has the ability to automatically register events if asked to register a handler and the event doesn't exist. This is only intended for cases where you need to register a handler early in startup before the settings registry file is loaded.
    Added two new lifecycle events: One after the system entity has been activated, and one after the system interface has been created.
    If you load an archive before the system entity has been activated, archive.cpp caches information about those archives until that time, so it can finish registration. This is because the serialization system and BundlingSystemComponent both need to be available to do this registration, but the bundles have to be loaded before those are initialized so that the settings registry file can be loaded.
    Fixed an error were mounted pak files were searching for levels.pak and not level.pak, and not finding them. I'm pretty sure this logic doesn't do anything functional either way, but I've been testing legacy levels with this change and they work now.
    Moved wildcard pak loading to where engine.pak is loaded. This is because the settings registry file that defines the IO stack to spin up must be available early in application startup, and this file must be within a mounted pak file. If you're using asset bundler generated bundles, they need to be loaded at this time so that file can be loaded.
    Atom's BootstrapSystemComponent.cpp no longer initializes on AssetCatalogLoaded, and instead initializes on the ApplicationLifecycle event SystemInterfaceCreated. This is because the base assetcatalog.xml file is really just a development time concept, this file should not be used in packaged release builds, because those builds will make use of delta catalogs in each bundle loaded. The asset catalog contains the list of all assets that were in the cache at development time, and this contains content that developers don't want to ship, and they may want to specifically hide from their customers, so data miners don't find secrets about upcoming game content.

Recovering from a branch that had incorrect DCO

Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>

* Fixed an incorrect ebus disconnect and removed an include that's no longer needed

Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>

* Fixed a copy and paste typo from trying to recover the previous pull request

Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>

* Updated product IDs for the settings registry builder to no longer collide with the JSON builder. Now they are based on a hash of the configuration.
Updated the engine default seed list to include the new asset ID info for the renamed bootstrap file

Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>

* Updated the path to the application lifecycle events, because runtime settings aren't included in the merged bootstrap file.
Addressed some feedback on printing out a string view on an error

Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>

* Removed a test that uses old assets that aren't relevant. We may not need this test anymore, but if we do we've backlogged a task to create a new test to cover this behavior without using old assets.

Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>

* Renamed SystemInterfaceCreated event to LegacySystemInterfaceCreated
Removed SystemEntityActivated event. Now that I have the rest of the fixes in this pull request, this new event wasn't needed, the already existing SystemComponentsActivated event does what I need.
Changed list to vector

Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>

Co-authored-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
2021-11-04 06:46:11 -07:00
Benjamin Jillich 54506b6c6c Animation Editor: Clicking Visualization in Anim Graph in the animation editor has no effect. (#5088)
asprintf() is returning a new QString and is also deprecated. Switched to use the AZStd::string::format() as that uses the small string optimization and doesn't result in an allocation.

Resolves #2429

Signed-off-by: Benjamin Jillich <jillich@amazon.com>
2021-11-04 11:52:27 +01:00
moraaar e553eb0116 Fixed editor crash dropping an fbx to entity inspector (#5242)
The issue was that EditorActorComponent (added by the drag and drop of the FBX into the entity) continued with the loading of an actor asset even though the component is not activated due to incompatible services, which ultimately lead to logic which should never have been reached and crashing.

Also fixed EditorActorComponent missing activation and deactivation of the base editor component class, which is necessary.

All tests from EMotionFX.Editor.Tests passed.

Signed-off-by: moraaar <moraaar@amazon.com>
2021-11-04 09:27:23 +00:00
Tom Hulton-Harrop 4c41a4dfc9 Ensure ImGui menu is displayed when the Viewport UI viewport border is showing (#5240)
* add optimize off code temporarily

Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>

* ensure the imgui menu displays when the viewport border is active

Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>
2021-11-04 09:16:27 +00:00
jromnoa cdf5a0519f Merge pull request #5284 from aws-lumberyard-dev/Atom/semaster/add_hdr_colorgrading_p0
Test parallel P0  HDR Color Grading Component
2021-11-03 19:34:26 -07:00
Adi Bar-Lev ce713fad5e Hair - crucial optimization and bug fix:
- Back light correction.  This fix will block TT lobe (back lobe) from allowing light transfer
- By doing this we remove the requirement to add self shadowing in most cases, hence removing heavy render pass.

Exception:
- Thin hair will still pass light and therefor there is still a need to read depth buffer and compare as a second step to avoid adding heavy shadowing pass / comparison.

Signed-off-by: Adi Bar-Lev <82479970+Adi-Amazon@users.noreply.github.com>
2021-11-03 20:59:05 -04:00
Chris Burel 0502ddbe2b [Linux] Return the active window when there's no cursor constraint window
The cursor constraint window is only set by the Editor. In the game
launcher, this function was returning a null window, which makes
`GetSystemCursorPositionNormalized()` unable to determine the cursor
position. This in turn causes mouse input in ImGui to not work.

Fixes #4722, LYN-7491

Signed-off-by: Chris Burel <burelc@amazon.com>
2021-11-03 17:06:36 -07:00