Revert #3117 and do it different way as some types can be valid even if different thus use internal parameter setter for type validation
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@@ -214,9 +214,11 @@ void MaterialParameter::SetValue(const Variant& value)
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break;
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case VariantType::Object:
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_asAsset = Cast<TextureBase>(value.AsObject);
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invalidType = _asAsset == nullptr && value.AsObject != nullptr;
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break;
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case VariantType::Asset:
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_asAsset = Cast<TextureBase>(value.AsAsset);
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invalidType = _asAsset == nullptr && value.AsAsset != nullptr;
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break;
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default:
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invalidType = true;
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@@ -239,6 +241,7 @@ void MaterialParameter::SetValue(const Variant& value)
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break;
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case VariantType::Object:
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_asGPUTexture = Cast<GPUTexture>(value.AsObject);
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invalidType = _asGPUTexture == nullptr && value.AsObject != nullptr;
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break;
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default:
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invalidType = true;
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@@ -258,9 +261,11 @@ void MaterialParameter::SetValue(const Variant& value)
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break;
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case VariantType::Object:
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_asAsset = Cast<GameplayGlobals>(value.AsObject);
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invalidType = _asAsset == nullptr && value.AsObject != nullptr;
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break;
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case VariantType::Asset:
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_asAsset = Cast<GameplayGlobals>(value.AsAsset);
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invalidType = _asAsset == nullptr && value.AsAsset != nullptr;
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break;
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default:
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invalidType = true;
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@@ -273,7 +278,7 @@ void MaterialParameter::SetValue(const Variant& value)
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}
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if (invalidType)
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{
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LOG(Error, "Invalid material parameter value type {0} to set (param type: {1})", value.Type, ScriptingEnum::ToString(_type));
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LOG(Error, "Invalid material parameter value '{}' of type '{}' to set (expected type: {})", value.ToString(), value.Type, ScriptingEnum::ToString(_type));
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}
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}
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