fix a bug where released actor is going to be null whenever the OnActorReleased event fires
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@@ -1977,9 +1977,9 @@ void ASGPawn::FImpl::Release(FSGGrabState& GrabState) const
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ApplyHandVelocityToGrabbedActor(GrabState);
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SetGrabbedActor(GrabState, nullptr);
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TriggerActorReleasedEvent(GrabState.Hand, GrabState.GrabbedActor);
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SetGrabbedActor(GrabState, nullptr);
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}
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void ASGPawn::FImpl::TriggerGrabStateUpdatedEvent(const FSGGrabState& GrabState) const
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