Fix crash when using invalid node index in skinned mesh
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@@ -158,6 +158,7 @@ void SkeletonData::Swap(SkeletonData& other)
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Transform SkeletonData::GetNodeTransform(int32 nodeIndex) const
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{
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CHECK_RETURN(Nodes.IsValidIndex(nodeIndex), Transform::Identity);
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const int32 parentIndex = Nodes[nodeIndex].ParentIndex;
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if (parentIndex == -1)
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{
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@@ -169,6 +170,7 @@ Transform SkeletonData::GetNodeTransform(int32 nodeIndex) const
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void SkeletonData::SetNodeTransform(int32 nodeIndex, const Transform& value)
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{
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CHECK(Nodes.IsValidIndex(nodeIndex));
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const int32 parentIndex = Nodes[nodeIndex].ParentIndex;
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if (parentIndex == -1)
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{
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