Fix anim graph trace events debugging to include nodes path for nested graphs
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@@ -215,6 +215,8 @@ API_STRUCT(NoDefault) struct FLAXENGINE_API AnimGraphTraceEvent
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API_FIELD() float Value = 0;
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// Identifier of the node in the graph.
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API_FIELD() uint32 NodeId = 0;
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// Ids of graph nodes (call of hierarchy).
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API_FIELD(Internal, NoArray) uint32 NodePath[8] = {};
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};
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/// <summary>
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@@ -796,6 +798,7 @@ struct AnimGraphContext
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AnimGraphTransitionData TransitionData;
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Array<VisjectExecutor::Node*, FixedAllocation<ANIM_GRAPH_MAX_CALL_STACK>> CallStack;
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Array<VisjectExecutor::Graph*, FixedAllocation<32>> GraphStack;
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Array<uint32, FixedAllocation<ANIM_GRAPH_MAX_CALL_STACK> > NodePath;
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Dictionary<VisjectExecutor::Node*, VisjectExecutor::Graph*> Functions;
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ChunkedArray<AnimGraphImpulse, 256> PoseCache;
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int32 PoseCacheSize;
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@@ -891,7 +894,7 @@ private:
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Variant SampleAnimationsWithBlend(AnimGraphNode* node, bool loop, float length, float startTimePos, float prevTimePos, float& newTimePos, Animation* animA, Animation* animB, float speedA, float speedB, float alpha);
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Variant SampleAnimationsWithBlend(AnimGraphNode* node, bool loop, float length, float startTimePos, float prevTimePos, float& newTimePos, Animation* animA, Animation* animB, Animation* animC, float speedA, float speedB, float speedC, float alphaA, float alphaB, float alphaC);
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Variant Blend(AnimGraphNode* node, const Value& poseA, const Value& poseB, float alpha, AlphaBlendMode alphaMode);
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Variant SampleState(AnimGraphNode* state);
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Variant SampleState(AnimGraphContext& context, const AnimGraphNode* state);
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void InitStateTransition(AnimGraphContext& context, AnimGraphInstanceData::StateMachineBucket& stateMachineBucket, AnimGraphStateTransition* transition = nullptr);
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AnimGraphStateTransition* UpdateStateTransitions(AnimGraphContext& context, const AnimGraphNode::StateMachineData& stateMachineData, AnimGraphNode* state, AnimGraphNode* ignoreState = nullptr);
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void UpdateStateTransitions(AnimGraphContext& context, const AnimGraphNode::StateMachineData& stateMachineData, AnimGraphInstanceData::StateMachineBucket& stateMachineBucket, const AnimGraphNode::StateBaseData& stateData);
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