Use SoftObjectReference for deformable asset ref to prevent removing it by Content GC
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@@ -11,6 +11,7 @@
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#include "Engine/Content/Assets/Shader.h"
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#include "Engine/Content/Assets/Shader.h"
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#include "Engine/Content/Assets/Material.h"
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#include "Engine/Content/Assets/Material.h"
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#include "Engine/Content/Content.h"
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#include "Engine/Content/Content.h"
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#include "Engine/Content/SoftAssetReference.h"
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#include "Engine/Platform/Windows/WindowsWindow.h"
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#include "Engine/Platform/Windows/WindowsWindow.h"
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#include "Engine/Render2D/Render2D.h"
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#include "Engine/Render2D/Render2D.h"
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#include "Engine/Engine/CommandLine.h"
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#include "Engine/Engine/CommandLine.h"
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@@ -19,7 +20,6 @@
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#include "Engine/Profiler/Profiler.h"
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#include "Engine/Profiler/Profiler.h"
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#include "Engine/Renderer/RenderList.h"
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#include "Engine/Renderer/RenderList.h"
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#include "Engine/Core/Utilities.h"
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#include "Engine/Core/Utilities.h"
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#include "Engine/Scripting/SoftObjectReference.h"
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GPUPipelineState* GPUPipelineState::Spawn(const SpawnParams& params)
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GPUPipelineState* GPUPipelineState::Spawn(const SpawnParams& params)
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{
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{
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@@ -253,7 +253,7 @@ struct GPUDevice::PrivateData
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GPUPipelineState* PS_Clear = nullptr;
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GPUPipelineState* PS_Clear = nullptr;
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GPUBuffer* FullscreenTriangleVB = nullptr;
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GPUBuffer* FullscreenTriangleVB = nullptr;
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AssetReference<Material> DefaultMaterial;
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AssetReference<Material> DefaultMaterial;
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SoftObjectReference<Material> DefaultDeformableMaterial;
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SoftAssetReference<Material> DefaultDeformableMaterial;
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AssetReference<Texture> DefaultNormalMap;
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AssetReference<Texture> DefaultNormalMap;
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AssetReference<Texture> DefaultWhiteTexture;
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AssetReference<Texture> DefaultWhiteTexture;
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AssetReference<Texture> DefaultBlackTexture;
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AssetReference<Texture> DefaultBlackTexture;
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