Changes related to 'SetPossessedTangible'
This commit is contained in:
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user