Add AssetLookup module to find assets by name.
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@@ -21,10 +21,6 @@ public:
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using IdArray = CommonTypes::IdArray;
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using TanArray = TArray<UlxTangible*>;
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// A pointer to our world.
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UPROPERTY()
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TWeakObjectPtr<UWorld> World;
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// A pointer to our game mode.
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UPROPERTY()
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TWeakObjectPtr<ALuprexGameModeBase> GameMode;
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@@ -41,11 +37,7 @@ public:
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// Initialize the tangible manager.
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//
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void Init(UWorld *world, ALuprexGameModeBase *gamemode);
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// Get a pointer to our world.
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//
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UWorld* GetWorld() const override { return World.Get(); }
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void Init(ALuprexGameModeBase *gamemode);
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// Get a pointer to our game mode.
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ALuprexGameModeBase *GetGameMode() { return GameMode.Get(); }
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@@ -97,13 +89,5 @@ 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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// Get the Animation Queue Changed function from a UClass.
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//
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static UFunction *GetAnimationQueueChanged(UClass *uclass);
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};
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