 
     UpdateSceneWindow();
     UpdateWindowTitle();
-}
-
-String GetFullAssetName(const String& assetName, Array<AssetMapping>@ mappings)
-{
-    for (uint i = 0; i < mappings.length; ++i)
-    {
-        if (mappings[i].assetName == assetName)
-            return mappings[i].fullAssetName;
+    assetMappings.Clear();
+}
+
+String GetFullAssetName(const String& assetName)
+{
+    for (uint i = 0; i < assetMappings.length; ++i)
+    {
+        if (assetMappings[i].assetName == assetName)
+            return assetMappings[i].fullAssetName;
     }
 
     return assetName;

    Array<String> convertedMaterials;
    Array<String> convertedMeshes;
    Array<ParentAssignment> parentAssignments;
    Array<AssetMapping> assetMappings;

    // Read the scene directory structure recursively to get assetname to full assetname mappings
    Array<String> fileNames = fileSystem.ScanDir(filePath, "*.*", SCAN_FILES, true);

        outMat.Save(outFile);
        outFile.Close();

        fileSystem.Copy(filePath + GetFullAssetName(textureName), sceneResourcePath + "Textures/" + textureName);
    }

    convertedMaterials.Push(materialName);
