Changes related to 'SetPossessedTangible'

This commit is contained in:
2024-03-25 14:50:06 -04:00
parent 0d94b1b9af
commit d520189a94
6 changed files with 49 additions and 3 deletions

View File

@@ -120,6 +120,12 @@ void AIntegrationGameModeBase::UpdateTangibles() {
for (int i = 0; i < alltans.Num(); i++) {
alltans[i]->UpdateAnimationQueue(allqueues[i]);
}
// Maybe call 'BecomePossessed' on some tangible.
UlxTangible *poss = TangibleManager->SetPossessedTangible(PlayerId);
if (poss != nullptr) {
IlxTangibleInterface::Execute_BecomePossessed(poss->GetActor());
}
}
// This is where we run the blueprint code that updates animation
// states. Be aware that the blueprint code could call back