Fix preserving actors hierarchy order when performing undo of actor removal
#1751
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@@ -1764,14 +1764,6 @@ bool Actor::FromBytes(const Span<byte>& data, Array<Actor*>& output, ISerializeM
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}
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Scripting::ObjectsLookupIdMapping.Set(nullptr);
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// Link objects
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//for (int32 i = 0; i < objectsCount; i++)
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{
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//SceneObject* obj = sceneObjects->At(i);
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// TODO: post load or post spawn?
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//obj->PostLoad();
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}
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// Update objects order
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//for (int32 i = 0; i < objectsCount; i++)
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{
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