Gems/EMotionFX/Code/EMotionFX/Source/Importer/Importer.cpp
ChunkProcessor* Importer::FindChunk(uint32 chunkID, uint32 version) const
    {
        // for all chunk processors
        const auto foundProcessor = AZStd::find_if(begin(m_chunkProcessors), end(m_chunkProcessors), [chunkID, version](const ChunkProcessor* processor)
        {
            return processor->GetChunkID() == chunkID && processor->GetVersion() == version;
        });
        return foundProcessor != end(m_chunkProcessors) ? *foundProcessor : nullptr;
    }
// find chunk, return nullptr if it hasn't been found
find chunk, return nullptr if it hasn't been found
find chunk return nullptr if it hasn ' t been found
ChunkProcessor* Importer::FindChunk(uint32 chunkID, uint32 version) const
    {
        const auto foundProcessor = AZStd::find_if(begin(m_chunkProcessors), end(m_chunkProcessors), [chunkID, version](const ChunkProcessor* processor)
        {
            return processor->GetChunkID() == chunkID && processor->GetVersion() == version;
        });
        return foundProcessor != end(m_chunkProcessors) ? *foundProcessor : nullptr;
    }
ChunkProcessor * Importer :: FindChunk ( uint32 chunkID , uint32 version ) const { const auto foundProcessor = AZStd :: find_if ( begin ( m_chunkProcessors ) , end ( m_chunkProcessors ) , [ chunkID , version ] ( const ChunkProcessor * processor ) { return processor -> GetChunkID ( ) == chunkID && processor -> GetVersion ( ) == version ; } ) ; return foundProcessor != end ( m_chunkProcessors ) ? * foundProcessor : nullptr ; }
find chunk, return nullptr if it hasn't been found
find chunk return nullptr if it hasn ' t been found
// for all chunk processors