Gems/SceneLoggingExample/Code/Processors/LoadingTrackingProcessor.cpp
AZ::SceneAPI::Events::LoadingResult LoadingTrackingProcessor::LoadAsset(AZ::SceneAPI::Containers::Scene& /*scene*/,
        [[maybe_unused]] const AZStd::string& path, const AZ::Uuid& /*guid*/, RequestingApplication /*requester*/)
    {
        AZ_TracePrintf(AZ::SceneAPI::Utilities::LogWindow, "Loading scene from '%s'.", path.c_str());
        return AZ::SceneAPI::Events::LoadingResult::Ignored;
    }
// After a call to PrepareForAssetLoading has been dispatched, the scene file (for example, .fbx) will be loaded. 
// This is normally what scene builders will be looking for. If the file has an extension that a scene builder 
// understands, it will start reading the source file, convert the data, and store it in the scene. This is also 
// true for loading the manifest file, which happens in this same pass. 
//
// For this example, nothing is done because there's no data to read. We just echo the steps that are taken.
After a call to PrepareForAssetLoading has been dispatched, the scene file (for example, .fbx) will be loaded.
This is normally what scene builders will be looking for. If the file has an extension that a scene builder
understands, it will start reading the source file, convert the data, and store it in the scene. This is also
true for loading the manifest file, which happens in this same pass.

For this example, nothing is done because there's no data to read. We just echo the steps that are taken.
After a call to PrepareForAssetLoading has been dispatched the scene file ( for example . fbx ) will be loaded . This is normally what scene builders will be looking for . If the file has an extension that a scene builder understands it will start reading the source file convert the data and store it in the scene . This is also true for loading the manifest file which happens in this same pass . For this example nothing is done because there ' s no data to read . We just echo the steps that are taken .
AZ::SceneAPI::Events::LoadingResult LoadingTrackingProcessor::LoadAsset(AZ::SceneAPI::Containers::Scene& ,
        [[maybe_unused]] const AZStd::string& path, const AZ::Uuid& , RequestingApplication )
    {
        AZ_TracePrintf(AZ::SceneAPI::Utilities::LogWindow, "Loading scene from '%s'.", path.c_str());
        return AZ::SceneAPI::Events::LoadingResult::Ignored;
    }
AZ :: SceneAPI :: Events :: LoadingResult LoadingTrackingProcessor :: LoadAsset ( AZ :: SceneAPI :: Containers :: Scene & , [[ maybe_unused ]] const AZStd :: string & path , const AZ :: Uuid & , RequestingApplication ) { AZ_TracePrintf ( AZ :: SceneAPI :: Utilities :: LogWindow , " " , path . c_str ( ) ) ; return AZ :: SceneAPI :: Events :: LoadingResult :: Ignored ; }
After a call to PrepareForAssetLoading has been dispatched, the scene file (for example, .fbx) will be loaded.
After a call to PrepareForAssetLoading has been dispatched the scene file ( for example . fbx ) will be loaded .
/*scene*/ /*guid*/ /*requester*/