Fix GroupedStateMachine reset
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@ -690,9 +690,9 @@ double AnimationNodeStateMachinePlayback::_process(const String &p_base_path, An
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if (p_state_machine->get_state_machine_type() != AnimationNodeStateMachine::STATE_MACHINE_TYPE_GROUPED) {
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path.clear();
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_clear_path_children(tree, p_state_machine, p_test_only);
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_start(p_state_machine);
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}
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reset_request = true;
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_start(p_state_machine);
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} else {
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// Reset current state.
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reset_request = true;
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