Animation Modifier : Fix Modifier on Skeleton
Transfered the ownership of 'PreviouslyAppliedModifier' from an animation modifier instance to the animation sequence being applied.
This solved the following issue:
- Modifier on Skeleton cause USkeleton dirtied everytime the modifier is applied to an animation sequence.
- Modifier on Skeleton cannot be re-apply or reverted correctly.
- CanRevert & OutOfDate status for Modifier on Skeleton was not reflect the true status of all animation sequences referencing that skeleton.
- CurrentAnimSequence/CurrentSkeleton was not set on OnRevert()
- IAnimationDataController::FScopedBracket was not open on OnRevert() before re-apply modifier
- Stateful animation modifier can now be reverted correctly (Applied modifier instance is nolonger reverted after OnApply call)
#preflight 63775e0ff514e1ded99ef095
[CL 23191977 by Jurre deBaare in ue5-main branch]
Headers are updated to contain any missing #includes needed to compile and #includes are sorted. Nothing is removed.
#ushell-cherrypick of 21065253 by bryan.sefcik
#jira
#preflight 62d5b3e91062f2e63014598e
#ROBOMERGE-AUTHOR: bryan.sefcik
#ROBOMERGE-SOURCE: CL 21152630 via CL 21156388 via CL 21157044
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)
[CL 21181817 by bryan sefcik in ue5-main branch]