Fix crash on prefab sync on instance with missing objects
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@@ -895,7 +895,10 @@ bool Prefab::ApplyAllInternal(Actor* targetActor, bool linkTargetActorObjectToPr
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for (int32 i = 0; i < sceneObjects->Count(); i++)
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{
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auto obj = sceneObjects.Value->At(i);
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obj->PostLoad();
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if (obj)
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{
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obj->PostLoad();
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}
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}
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// Update transformations
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