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Fix for aim offset anim node to account for socket offset when calculating pivot location
#rb Nicholas.Frechette [CL 36758670 by euan carmichael in 5.5 branch]
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@@ -128,7 +128,7 @@ void FAnimNode_AimOffsetLookAt::UpdateFromLookAtTarget(FPoseContext& LocalPoseCo
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if (PivotSocketBoneReference.IsValidToEvaluate(RequiredBones))
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{
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const FCompactPoseBoneIndex PivotSocketBoneIndex = PivotSocketBoneReference.GetCompactPoseIndex(RequiredBones);
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const FTransform PivotBoneComponentTransform = GlobalPose.GetComponentSpaceTransform(PivotSocketBoneIndex);
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const FTransform PivotBoneComponentTransform = PivotSocketLocalTransform * GlobalPose.GetComponentSpaceTransform(PivotSocketBoneIndex);
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SourceComponentTransform.SetTranslation(PivotBoneComponentTransform.GetTranslation());
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}
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