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WIP - Architecture for brute force animation
+ sequence look / extend / grab / drop
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@ -25,7 +25,11 @@ public:
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ERobotsName RobotType = ERobotsName::None; // This value must be set in the pawn
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UPROPERTY(EditAnywhere, BlueprintReadWrite) // TODO Remove UPROPERTY once we migrate physics proxy initialization from Pawn
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TWeakObjectPtr<AMujocoVolumeActor> PhysicSceneProxy;
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TObjectPtr<AMujocoVolumeActor> PhysicSceneProxy;
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UPROPERTY(EditAnywhere, BlueprintReadWrite) // TODO Remove UPROPERTY once we migrate physics proxy initialization from Pawn
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TObjectPtr<AActor> RobotActor; // My brain is bleeding facing the fact that we have 2 actors...
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// -------------------
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// ------ PILOT ------
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