Can now specify bp= in the animation queue, and it works
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@@ -23,11 +23,6 @@ public:
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UPROPERTY()
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TWeakObjectPtr<UWorld> World;
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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> 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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TMap<int64, UlxTangible*> IdToTangible;
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@@ -80,5 +75,9 @@ public:
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// Given an array of tangibles, return an array of tangible Ids.
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//
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static IdArray GetIds(const TanArray &tans);
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// Convert a blueprint name to a blueprint class.
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//
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UClass *GetTangibleClass(const FString &name);
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};
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