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WIP - Architecture for brute force animation
+ sequence look / extend / grab / drop
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@ -28,11 +28,11 @@ void ARobotPawn::InitPilotComponent()
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break;
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case ERobotsName::SO100Robot:
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RobotPilotComponent = NewObject<URobotPilotSO100Component>(GetOwner());
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RobotPilotComponent = NewObject<URobotPilotSO100Component>(this);
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break;
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case ERobotsName::DJIDrone:
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RobotPilotComponent = NewObject<URobotPilotMultiRotorDrone>(GetOwner());
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RobotPilotComponent = NewObject<URobotPilotMultiRotorDrone>(this);
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break;
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case ERobotsName::Luck_e:
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@ -63,6 +63,5 @@ void ARobotPawn::InitPilotComponent()
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if (RobotPilotComponent)
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{
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RobotPilotComponent->RegisterComponent();
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RobotPilotComponent->InitPilotComponent();
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}
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}
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