@@ -563,9 +563,13 @@ void AnimGraphExecutor::InitStateTransition(AnimGraphContext& context, AnimGraph
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}
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AnimGraphStateTransition* AnimGraphExecutor::UpdateStateTransitions(AnimGraphContext& context, const AnimGraphNode::StateMachineData& stateMachineData, AnimGraphNode* state, AnimGraphNode* ignoreState)
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{
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return UpdateStateTransitions(context, stateMachineData, state->Data.State, state, ignoreState);
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}
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AnimGraphStateTransition* AnimGraphExecutor::UpdateStateTransitions(AnimGraphContext& context, const AnimGraphNode::StateMachineData& stateMachineData, const AnimGraphNode::StateBaseData& stateData, AnimGraphNode* state, AnimGraphNode* ignoreState)
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{
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int32 transitionIndex = 0;
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const AnimGraphNode::StateBaseData& stateData = state->Data.State;
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while (transitionIndex < ANIM_GRAPH_MAX_STATE_TRANSITIONS && stateData.Transitions[transitionIndex] != AnimGraphNode::StateData::InvalidTransitionIndex)
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{
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const uint16 idx = stateData.Transitions[transitionIndex];
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@@ -640,7 +644,7 @@ AnimGraphStateTransition* AnimGraphExecutor::UpdateStateTransitions(AnimGraphCon
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void AnimGraphExecutor::UpdateStateTransitions(AnimGraphContext& context, const AnimGraphNode::StateMachineData& stateMachineData, AnimGraphInstanceData::StateMachineBucket& stateMachineBucket, const AnimGraphNode::StateBaseData& stateData)
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{
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AnimGraphStateTransition* transition = UpdateStateTransitions(context, stateMachineData, stateMachineBucket.CurrentState);
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AnimGraphStateTransition* transition = UpdateStateTransitions(context, stateMachineData, stateData, stateMachineBucket.CurrentState);
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if (transition)
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{
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InitStateTransition(context, stateMachineBucket, transition);
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