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Adjusts getUtilizedAssets writeout so it more consistently prints out the dependent assets
Adds handling for prefabs with getUtilizedAssets
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5 changed files with 27 additions and 6 deletions
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@ -1423,7 +1423,7 @@ void TerrainBlock::getMinMaxHeight( F32 *minHeight, F32 *maxHeight ) const
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void TerrainBlock::getUtilizedAssets(Vector<StringTableEntry>* usedAssetsList)
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{
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if (!mTerrainAsset.isNull())
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usedAssetsList->push_back_unique(mTerrainAssetId);
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usedAssetsList->push_back_unique(mTerrainAsset->getAssetId());
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}
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//-----------------------------------------------------------------------------
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// Console Methods
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