fix a couple of bugs with importing without material instances
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@@ -863,18 +863,19 @@ bool ModelTool::ImportModel(const String& path, ModelData& meshData, Options& op
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importedFileNames.Add(filename);
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#if COMPILE_WITH_ASSETS_IMPORTER
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auto assetPath = autoImportOutput / filename + ASSET_FILES_EXTENSION_WITH_DOT;
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if (options.ImportMaterialsAsInstances) {
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LOG(Warning, "Adding material instance for {0}", assetPath);
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if (options.ImportMaterialsAsInstances)
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{
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AssetsImportingManager::Create(AssetsImportingManager::CreateMaterialInstanceTag, assetPath, material.AssetID);
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MaterialInstance* materialInstance = (MaterialInstance*) LoadAsset(assetPath, MaterialInstance::TypeInitializer);
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if (materialInstance->WaitForLoaded()) {
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if (materialInstance->WaitForLoaded())
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{
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LOG(Error, "Failed to load material instance after creation. ({0})", assetPath);
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return true;
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}
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MaterialBase* materialInstanceOf = (MaterialBase*) LoadAsset(options.InstanceToImportAs, MaterialBase::TypeInitializer);
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if (materialInstanceOf->WaitForLoaded()) {
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if (materialInstanceOf->WaitForLoaded())
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{
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LOG(Error, "Failed to load material to create an instance of. ({0})", options.InstanceToImportAs);
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return true;
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}
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@@ -882,7 +883,8 @@ bool ModelTool::ImportModel(const String& path, ModelData& meshData, Options& op
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materialInstance->SetBaseMaterial(materialInstanceOf);
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materialInstance->Save();
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}
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else {
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else
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{
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CreateMaterial::Options materialOptions;
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materialOptions.Diffuse.Color = material.Diffuse.Color;
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if (material.Diffuse.TextureIndex != -1)
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