Add Engine::UpdateCount to sync gameplay logic updates with game loop rather than draw frames
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@@ -55,10 +55,10 @@ void AnimatedModel::UpdateAnimation()
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|| !IsActiveInHierarchy()
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|| SkinnedModel == nullptr
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|| !SkinnedModel->IsLoaded()
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|| _lastUpdateFrame == Engine::FrameCount
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|| _lastUpdateFrame == Engine::UpdateCount
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|| _masterPose)
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return;
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_lastUpdateFrame = Engine::FrameCount;
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_lastUpdateFrame = Engine::UpdateCount;
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if (AnimationGraph && AnimationGraph->IsLoaded() && AnimationGraph->Graph.IsReady())
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{
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