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

@ -1423,7 +1423,7 @@ void TerrainBlock::getMinMaxHeight( F32 *minHeight, F32 *maxHeight ) const
void TerrainBlock::getUtilizedAssets(Vector<StringTableEntry>* usedAssetsList)
{
if (!mTerrainAsset.isNull())
usedAssetsList->push_back_unique(mTerrainAssetId);
usedAssetsList->push_back_unique(mTerrainAsset->getAssetId());
}
//-----------------------------------------------------------------------------
// Console Methods