Fix SkeletonIK not playing animation if more than one IK-Bone is active
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@ -320,7 +320,7 @@ void FabrikInverseKinematic::solve(Task *p_task, real_t blending_delta, bool ove
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new_bone_pose.basis = new_bone_pose.basis * p_task->chain.tips[0].end_effector->goal_transform.basis;
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}
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p_task->skeleton->set_bone_global_pose_override(ci->bone, new_bone_pose, 1.0);
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p_task->skeleton->set_bone_global_pose_override(ci->bone, new_bone_pose, 1.0, true);
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if (!ci->children.empty())
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ci = &ci->children.write[0];
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