Fix rendering of custom actors lists in Editor viewports
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@@ -20,7 +20,7 @@ void ModelInstanceActor::SetEntries(const Array<ModelInstanceEntry>& value)
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Entries[i] = value[i];
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}
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if (anyChanged && _sceneRenderingKey != -1)
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GetSceneRendering()->UpdateActor(this, _sceneRenderingKey, SceneRendering::SceneDrawAsync);
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GetSceneRendering()->UpdateActor(this, _sceneRenderingKey);
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}
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void ModelInstanceActor::SetMaterial(int32 entryIndex, MaterialBase* material)
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@@ -33,7 +33,7 @@ void ModelInstanceActor::SetMaterial(int32 entryIndex, MaterialBase* material)
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return;
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Entries[entryIndex].Material = material;
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if (_sceneRenderingKey != -1)
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GetSceneRendering()->UpdateActor(this, _sceneRenderingKey, SceneRendering::SceneDrawAsync);
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GetSceneRendering()->UpdateActor(this, _sceneRenderingKey);
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}
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MaterialInstance* ModelInstanceActor::CreateAndSetVirtualMaterialInstance(int32 entryIndex)
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@@ -45,7 +45,7 @@ MaterialInstance* ModelInstanceActor::CreateAndSetVirtualMaterialInstance(int32
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const auto result = material->CreateVirtualInstance();
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Entries[entryIndex].Material = result;
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if (_sceneRenderingKey != -1)
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GetSceneRendering()->UpdateActor(this, _sceneRenderingKey, SceneRendering::SceneDrawAsync);
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GetSceneRendering()->UpdateActor(this, _sceneRenderingKey);
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return result;
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}
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@@ -56,12 +56,12 @@ void ModelInstanceActor::WaitForModelLoad()
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void ModelInstanceActor::OnLayerChanged()
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{
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if (_sceneRenderingKey != -1)
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GetSceneRendering()->UpdateActor(this, _sceneRenderingKey, SceneRendering::SceneDrawAsync);
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GetSceneRendering()->UpdateActor(this, _sceneRenderingKey);
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}
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void ModelInstanceActor::OnEnable()
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{
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GetSceneRendering()->AddActor(this, _sceneRenderingKey, SceneRendering::SceneDrawAsync);
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GetSceneRendering()->AddActor(this, _sceneRenderingKey);
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// Base
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Actor::OnEnable();
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@@ -72,5 +72,5 @@ void ModelInstanceActor::OnDisable()
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// Base
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Actor::OnDisable();
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GetSceneRendering()->RemoveActor(this, _sceneRenderingKey, SceneRendering::SceneDrawAsync);
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GetSceneRendering()->RemoveActor(this, _sceneRenderingKey);
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}
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