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

@ -1692,8 +1692,9 @@ void TSStatic::updateMaterials()
void TSStatic::getUtilizedAssets(Vector<StringTableEntry>* usedAssetsList)
{
if(!mShapeAsset.isNull())
usedAssetsList->push_back_unique(mShapeAssetId);
if(!mShapeAsset.isNull() && mShapeAsset->getAssetId() != StringTable->insert("Core_Rendering:noShape"))
usedAssetsList->push_back_unique(mShapeAsset->getAssetId());
}
//------------------------------------------------------------------------