fix the EvaluateSkeletalControl_AnyThread crash
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@@ -199,6 +199,7 @@ bool FSGVirtualHandAnimInstanceProxy::Evaluate(FPoseContext& Output)
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FBoneReference BoneReference;
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BoneReference.BoneName = BoneName;
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BoneReference.BoneIndex = GetRequiredBones().GetPoseBoneIndexForBoneName(BoneName);
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BoneReference.bUseSkeletonIndex = true;
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FAnimNode_ModifyBone BoneController;
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BoneController.BoneToModify = MoveTemp(BoneReference);
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