Removed 'autofinish' from the animation C++ system, replaced it with more elegant implementation in blueprint.
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@@ -126,7 +126,8 @@ public:
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// tangibles that have been changed.
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void UpdateTangibles();
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// Maybe call 'BecomePossessed' on the player tangible.
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// Look for a tangible whose ID is equal to the current actor ID.
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// Tell the player controller to possess that tangible.
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void UpdatePossessedTangible();
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// Call 'CalculateLookAt', but only if everything is valid.
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