Fix game ticking in editor during cut-scene rendering at edit time
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@@ -145,6 +145,7 @@ LevelService LevelServiceInstanceService;
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CriticalSection Level::ScenesLock;
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Array<Scene*> Level::Scenes;
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bool Level::TickEnabled = true;
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Delegate<Actor*> Level::ActorSpawned;
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Delegate<Actor*> Level::ActorDeleted;
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Delegate<Actor*, Actor*> Level::ActorParentChanged;
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@@ -245,7 +246,7 @@ void LevelService::Update()
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auto& scenes = Level::Scenes;
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// Update all actors
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if (!Time::GetGamePaused())
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if (!Time::GetGamePaused() && Level::TickEnabled)
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{
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for (int32 i = 0; i < scenes.Count(); i++)
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{
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@@ -274,7 +275,7 @@ void LevelService::LateUpdate()
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auto& scenes = Level::Scenes;
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// Update all actors
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if (!Time::GetGamePaused())
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if (!Time::GetGamePaused() && Level::TickEnabled)
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{
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for (int32 i = 0; i < scenes.Count(); i++)
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{
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@@ -306,7 +307,7 @@ void LevelService::FixedUpdate()
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auto& scenes = Level::Scenes;
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// Update all actors
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if (!Time::GetGamePaused())
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if (!Time::GetGamePaused() && Level::TickEnabled)
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{
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for (int32 i = 0; i < scenes.Count(); i++)
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{
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