Gems/EMotionFX/Code/EMotionFX/Source/MotionSystem.cpp
bool MotionSystem::CheckIfIsValidMotionInstance(MotionInstance* instance) const
    {
        return instance && AZStd::any_of(begin(m_motionInstances), end(m_motionInstances), [instance](const MotionInstance* motionInstance)
        {
            return motionInstance->GetID() == instance->GetID();
        });
    }
// check if the given motion instance still exists within the actor, so if it hasn't been deleted from memory yet
check if the given motion instance still exists within the actor, so if it hasn't been deleted from memory yet
check if the given motion instance still exists within the actor so if it hasn ' t been deleted from memory yet
bool MotionSystem::CheckIfIsValidMotionInstance(MotionInstance* instance) const
    {
        return instance && AZStd::any_of(begin(m_motionInstances), end(m_motionInstances), [instance](const MotionInstance* motionInstance)
        {
            return motionInstance->GetID() == instance->GetID();
        });
    }
bool MotionSystem :: CheckIfIsValidMotionInstance ( MotionInstance * instance ) const { return instance && AZStd :: any_of ( begin ( m_motionInstances ) , end ( m_motionInstances ) , [ instance ] ( const MotionInstance * motionInstance ) { return motionInstance -> GetID ( ) == instance -> GetID ( ) ; } ) ; }
check if the given motion instance still exists within the actor, so if it hasn't been deleted from memory yet
check if the given motion instance still exists within the actor so if it hasn ' t been deleted from memory yet