Add SetMasterPoseModel to Animated Model for modular characters
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@@ -65,6 +65,7 @@ private:
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float _lastMinDstSqr;
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uint64 _lastUpdateFrame;
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BlendShapesInstance _blendShapes;
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ScriptingObjectReference<AnimatedModel> _masterPose;
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public:
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@@ -224,6 +225,12 @@ public:
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/// <returns>The zero-based index of the found node. Returns -1 if skeleton is missing.</returns>
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API_FUNCTION() int32 FindClosestNode(const Vector3& location, bool worldSpace = false) const;
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/// <summary>
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/// Sets the master pose model that will be used to copy the skeleton nodes animation. Useful for modular characters.
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/// </summary>
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/// <param name="masterPose">The master pose actor to use.</param>
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API_FUNCTION() void SetMasterPoseModel(AnimatedModel* masterPose);
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public:
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/// <summary>
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