More progress toward animation queue setting blueprint
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@@ -23,13 +23,10 @@ public:
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UPROPERTY()
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TWeakObjectPtr<UWorld> World;
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// A pointer to uclass TangibleActor. This is the class
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// of actors that we create (for now).
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// A pointer to uclass TangibleStaticMesh. This is the blueprint
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// we use when all else fails.
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UPROPERTY()
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TSubclassOf<AActor> ClassTangibleActor;
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// A pointer to the name-to-actor data table.
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UDataTable *NameToActorTable;
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TSubclassOf<AActor> ClassTangibleStaticMesh;
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// Given a tangible ID, look up the TangibleComponent of that actor.
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UPROPERTY()
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