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Fix for AutoJCM PostProcess AnimBlueprint breaking animation in UE5
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This seems like it should have been breaking things in UE4 as well.
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David-Vodhanel committed Apr 21, 2022
1 parent cc63bb6 commit 662f970
Showing 1 changed file with 1 addition and 2 deletions.
Original file line number Diff line number Diff line change
Expand Up @@ -21,7 +21,7 @@ FAnimInstanceProxy* UDazJointControlledMorphAnimInstance::CreateAnimInstanceProx

void FDazJointControlledMorphAnimInstanceProxy::Initialize(UAnimInstance* InAnimInstance)
{
FAnimInstanceProxy::Initialize(InAnimInstance);
Super::Initialize(InAnimInstance);
if (UDazJointControlledMorphAnimInstance* Instance = Cast<UDazJointControlledMorphAnimInstance>(GetAnimInstanceObject()))
{
ControlLinks = Instance->ControlLinks;
Expand All @@ -32,7 +32,6 @@ void FDazJointControlledMorphAnimInstanceProxy::PreUpdate(UAnimInstance* InAnimI
{
Super::PreUpdate(InAnimInstance, DeltaSeconds);

FAnimInstanceProxy::Initialize(InAnimInstance);
if (UDazJointControlledMorphAnimInstance* Instance = Cast<UDazJointControlledMorphAnimInstance>(GetAnimInstanceObject()))
{
if (ControlLinks.Num() != Instance->ControlLinks.Num())
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