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Ensure that BP events are called in anim BP editor when recompiling
More fallout from the new re-instancing path #jira UE-157753 #rb Jurre.deBaare #preflight 632345b7600516561b058ea1 [CL 22038407 by samuele rigamonti in ue5-main branch]
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@@ -3854,19 +3854,17 @@ void UAnimInstance::HandleObjectsReinstanced(const TMap<UObject*, UObject*>& Old
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if(bThisObjectWasReinstanced)
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{
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TRACE_OBJECT_LIFETIME_BEGIN(this);
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RecalcRequiredBones();
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// Minimally reinit proxy (i.e. dont call per-node initialization) unless we are in an editor preview world (i.e. we are in the anim BP editor)
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FAnimInstanceProxy& Proxy = GetProxyOnGameThread<FAnimInstanceProxy>();
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UWorld* World = GetWorld();
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if(World && World->WorldType == EWorldType::EditorPreview)
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{
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Proxy.Initialize(this);
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Proxy.InitializeRootNode();
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InitializeAnimation(false);
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}
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else
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{
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RecalcRequiredBones();
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FAnimInstanceProxy& Proxy = GetProxyOnGameThread<FAnimInstanceProxy>();
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Proxy.Initialize(this);
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Proxy.InitializeCachedClassData();
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Proxy.InitializeRootNode_WithRoot(Proxy.RootNode);
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