Adjusts getUtilizedAssets writeout so it more consistently prints out the dependent assets

Adds handling for prefabs with getUtilizedAssets
This commit is contained in:
Areloch 2020-09-08 01:04:41 -05:00
parent 0b954459a3
commit c5bccd8ff4
5 changed files with 27 additions and 6 deletions

View file

@ -558,6 +558,19 @@ bool Prefab::buildExportPolyList(ColladaUtils::ExportData* exportData, const Box
return true;
}
void Prefab::getUtilizedAssets(Vector<StringTableEntry>* usedAssetsList)
{
Vector<SceneObject*> foundObjects;
mChildGroup->findObjectByType(foundObjects);
for (S32 i = 0; i < foundObjects.size(); i++)
{
SceneObject* child = foundObjects[i];
child->getUtilizedAssets(usedAssetsList);
}
}
ExplodePrefabUndoAction::ExplodePrefabUndoAction( Prefab *prefab )
: UndoAction( "Explode Prefab" )
{